Hello, Noob questions abound :)

Tips, tactics, and general discussion for Evochron Legacy.
mak10z
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Hello, Noob questions abound :)

Post by mak10z »

Hello all, New player here. I played the demo of Evo - Ledgends prior to buying mercs. its a game I've been looking forward to trying, but I seem to be having problems in one part of the game. I've worked my way as a Miner / Trader through the noobie missions and made it in to the Olympus system. now it wants me to run a combat mission, and now heres the problem, having never played far in to any other Evochron game. Im getting Face raped by the npcs :p are there any combat tutorial write ups or videos someone can point me to ?

I'm an oldshool X-wing / Wing Commander vet but it seems those skills will not help me here :p any help would be appreciated

Mak :)
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Post by Blackthorne »

While my pile of junk makes it to Sol...(Autopilot is a great feature. So is having EM running in the background.), I have a bit of time to tell you about the basics.

First of all, equipment - you can't hope to win a fight without it. Get the biggest gun you can find (they're rated in classes - the higher the class, the more oomph it has, but watch out for the "special" cannons, they have nice side effects but lack punch. Also get the biggest laser you can find. For emergencys, stack a few missiles. Oh, who am I kidding, this is your first fight. Fill those racks!

Next, optimize your craft for combat. You won't need excessive amouns of fuel or cargo space - so out with them! Invest the free space into stronger shields, a decent set of wings and a big engine.

Next, let's get some additional equipment. Due to a complete economical breakdown in Evochron, most of those funky toys from the Website are out of reach for you, so let's stick with the basics: You need countermeasures, preferrably more than the default 25. You'll be tossing those left and right, trust me. Next, a repair system (Class 3, accept no substitutes. If it isn't in stock, build your own at one of the constructor stations. ), a Shield Booster (x5, see repair system as far as substitutes are concerned) and a cannon relay (seriously, don't even try without one).

Okay. So your ship is ready for combat now. Your enemy is the AI: not very bright, numerous, and willing to toss a small fortune in missiles at you. Pick a mission with a manageable number of opponents (4 is a good start) and NO capital ships (those are hard to kill, doubly so when their fighter escorts breathe down your neck).

The AI has improved a bit (sneaky buggers spread out more), but they still can't handle lateral speed. Lock and approach the target of your choice, turn off the IDS and start using the sideway thrusters to build lateral speed as you approach. Also, use your particle cannon to get rid of the inbound missiles, and launch a few countermeasures in case they get too close. Once you are in range, a targeting aid will appear and mark the point you need to fire at in order to hit your intended target.

Fire away. Most easier enemies can be finished off with just the particle guns (provided you got a beefy one, and not a peashooter), but you can use a beam gun to soften up the shields first - those things drain very little energy and are rather feasible to use in EM. Once the enemy has caught enough particle bolts, he'll explode. Rinse and repeat.

Particularly durable and annoying foes can warrant the use of a missile (or eight). It's best to kill the targets shields with a beam gun first, as missiles tend to cost money, and the ones with the big manly warheads are slow as molasses.

In case you get hit, reinforce the shield facing that got hit. Most particle salvos do little enough damage, so you usually have time to react. It's missiles that do nasty numbers on shield and hull, so try to avoid those.
If you find yourself in a fuzzball, microjumping might be an idea. Just set your jump point to a position slightly outside the mission - but be careful that it's still in the same sector. Once the manure starts flying, you can use F2 to get some distance. This has a slight drawback, however, you need to have full energy.

Aaaand, since I know you kids those days can't be bothered to read massive walls of text, here's the K.I.S.S. version:

1. Don't use the IDS flight mode.
2. Build lateral speed.
3. Killing incoming missiles has priority over everything else
4. Don't bring a knife to a gunfight.
5. Watch your shields.
6. Run if necessary. Dead mercs don't get paid.

-Blackthorne
The individual has always had to struggle to keep from being overwhelmed by the tribe.
If you try it, you will be lonely often, and sometimes frightened. But no price is too high to pay for the privilege of owning yourself.
mak10z
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Post by mak10z »

Thx alot for the write up. I dont mind Walls of Text, esp if theres good Info In there :) i'll give it a go again, man those missiles... RAR!!

do you recommend a good stick for flying or is Mouse and Keyboard good enough?
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Post by Blackthorne »

I'll probably be called a heretic and pelted with rotten fruit for this, but I use mouse and keyboard. Never got the hang of joysticks.

The only thing I changed from the standard layout were two buttons...
I remapped throttle up/down from W/S to Z/X, and mapped strafe up/down to W/S.

More intuitive for me, and most of the time I'm abusing the afterburner, anyways - no need for fine control, and throttle is also on the mouse wheel, anyways.

Your enemies will run out of missiles sooner or later, if you're in no hurry you can simply dodge them until they run out. There's also an auto-CM launcher and an anti-missile laser, but those two are expensive and incredibly hard to get. Hence my trip to the cradle of mankind.

-Blackthorne
The individual has always had to struggle to keep from being overwhelmed by the tribe.
If you try it, you will be lonely often, and sometimes frightened. But no price is too high to pay for the privilege of owning yourself.
mak10z
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Post by mak10z »

Rgr that, thx for your time man :)
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Post by Marvin »

Originally posted by mak10z

I dont mind Walls of Text ....
:P ... :P ... :D ... :D ... :) ... :) ... ;) Nicely put.
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Post by 49rTbird »

Hello mak10z, Welcome to the forum and the Sim. Have fun and hope to see you out there sometime.:)
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mak10z
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Post by mak10z »

thx for the welcomes :)

I have one more question. where are the pilot profiles kept? im trying to play between 2 systems , My desktop for when im at home and my notebook for when Im out and about. but i want to keep working on the same pilot :)
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Post by BraveHart »

"Welcome Aboard mak10s".....looking forward to seeing you in MP :)
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Post by Vice »

The default location for pilot profiles is c:\\sw3dg\\EvochronMercenary
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mak10z
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Post by mak10z »

Thank you thank you :)

Loving this game so far! :)
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Post by MindYerBeak »

Greetings. Don't forget to bring with you a vital piece of equipment - your towel. No respectable space pioneer would be seen dead without one. And no Gargeleblarsters during dogfights is strategically important.
Mr. MindYerBeak, at your service
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Post by Maarschalk »

Hi mak10z, welcome to the game and forum. Hope to see you out there....If I already welcomed you, you can skip this message....LOL...:P
Arvoch Alliance Stat:


Evochron Legends Stats:


Evochron Mercenary Stats:


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mak10z
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Post by mak10z »

Ok, I created my own constructor station. is there anyplace that has published Recipes or schematics to make stuff it seems all I can make are Eschalon Missles, or probes I tried having my cargo full of different mats (Diamonds. Plat, Gold Silver, Metal) but those were my only options any help would be appreciated :) thx in advance
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Post by Maarschalk »

Looks like Constructor Stations are very specific to one item....hmmmmm, maybe there is a way to tell what kind of constructor station you deploy....? maybe you need a different one for each processing...?
This would be interesting to find out....other wise I guess your Constructor Station is mallfunctioning....LOL....:P:P:P:P:P
Arvoch Alliance Stat:


Evochron Legends Stats:


Evochron Mercenary Stats:


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mak10z
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Post by mak10z »

Makes me a sad panda :p
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Post by Blackthorne »

I'll trade you my list of "standard" recipes against the one for missiles - I've yet to manage manufacturing those.

Hydrogen - Shield Booster/Capacitor
Electronics - Cargo Scanner
Metal Ore - Armor Plating (1 unit of armor per 2 units of Metal)
Anti-Matter Cells - Fuel Converter (requires 25 units)
Fusion Cells - Fulcrum Jump Drive
Machinery Components - Repair System
Platinum - Probe (requires 25 units)

The stuff that doesn't require 25 units has the end product graded by the amount of items you bring - 25 will generally yield the best result (Class 5, or Class 3 in case of the Repair System)

So...what do I have to throw into the constructor to get some missiles?

-Blackthorne
The individual has always had to struggle to keep from being overwhelmed by the tribe.
If you try it, you will be lonely often, and sometimes frightened. But no price is too high to pay for the privilege of owning yourself.
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Post by Vice »

Blackthorne made a post with some details here that are still relevant: http://www.starwraith.com/forum/viewtop ... 1#pid49091

And with Mercenary, you can add weapon options via electronics and metal ore.
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mak10z
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Post by mak10z »

Thx again both :)

I think the Missiles were just Metal but i could be wrong. as soon as i find a general mining laser again :p i got my hands on a plat mining beam so thats all i'v been mining as of late :)
Blackthorne
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Post by Blackthorne »

Can't seem to get the weapon options to work. I have both metal and electronics on board (25 each), but the only things offered are Cargo Scanners and Armor. Do I need to go to a special constructor station?

-Blackthorne
The individual has always had to struggle to keep from being overwhelmed by the tribe.
If you try it, you will be lonely often, and sometimes frightened. But no price is too high to pay for the privilege of owning yourself.
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Post by Vice »

Yes, well, just one in a technology economy.
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Post by Blackthorne »

Would that include "homemade" constructor stations in orbit around a type T-Planet, or does that only work with "official" ones?

-Blackthorne
The individual has always had to struggle to keep from being overwhelmed by the tribe.
If you try it, you will be lonely often, and sometimes frightened. But no price is too high to pay for the privilege of owning yourself.
mak10z
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Post by mak10z »

Good Point, where can I find info on the planet types and what not is there a wiki or some such?
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Post by Vice »

Would that include "homemade" constructor stations in orbit around a type T-Planet, or does that only work with "official" ones?
Should work with custom built constructors also.
Good Point, where can I find info on the planet types and what not is there a wiki or some such?
You'll find a letter after the name of the planet. Here are the details from the instructions:

Each planet and local economy can specialize in a particular industry. There are 5 sub categories and a general category. A general economy planet has a market structure that typically includes many different types of commodities and pricing is largely based on the overall economic conditions of the system. An agricultural economy creates an abundance of food, so the prices are generally very low for that commodity. An industrial economy will often pay a premium for raw metal ore and provide low prices for machined components. A technology economy will usually pay very little for electronic equipment, since they create most of what they need themselves, but will pay high prices for materials needed to produce them, including diamonds and platinum. A bio-research economy can be a good place to buy meds at low prices, then sell in other economies for profit. An energy economy can be a good place to buy hydrogen cells, solar cells, anti-matter cells, and fusion cells at low prices. The type of economy for each planet will be displayed after its name on the nav map, G is for a general economy, A for agricultural, I for industrial, T for technology, B for bio-research, and E for energy.
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