To be fowarned of such an invation guilds try to keep scouts near WH junctions. Dropping 100+ million ships into the enemy galaxy is a great way to shake things up. Guilds frequently use wormholes to "invade" their enemies strongholds. Unlike a jumpgate, a fleet cannot use the worm hole indefinitely, the wormhole will eventually close and any fleet at the wormhole after it closes is essentially stuck (very bad for death stars). One difficult task with Worm Holes is using them when needed. But landing at a base with 12 million enemy ships is a bit risky. Unlike Jump Gates you DO NOT have to be a member of the base owner's guild, or any guild for that matter, to use the WH. They will know you are coming and probably will kill your arriving fleet in seconds. If you WH jump to an enemy controlled junction you better move out smartly. Guilds usually fleet blob around any WH base they control, or any astro WH they find in an area they control. If the astro is a base the owner and his guild will soon see what they have. Wormholes do not always open on "empty" astros. You are stuck using normal JG travel to get to the new WH location, if you know where that is. If you are traveling TO a WH that disappears you will arrive on time, but there is now no wormhole at your new location. You will, however be able to move on to the new location if you wish, or any of the other four WHs. If you are in the 12 hour travel FROM a WH that relocates you will still reach your destination WH, but you cannot return where you came from. They kind of "wink" out of existence, and pop up in their new home. Any of 10 galaxies, any of the 100 Regions, any system and any moon or planet could be the next WH home. There is no way to know where they will move, nor any predetermined area they favor. All commands grouped in the same box perform the same function. I figured this would be easier than referencing the html list you can output from Voice Attack. ![]() You can download the PDF of it at the link below. Worm Holes appear on a single planet or moon in each galactic cluster. Commands Cheat Sheet 15 November 2016, 03:51 PM So I spent a few hours making a cheat sheet of the ASTRA commands. When you find one you can examine the listing provided to determine how long until each will relocate. While there is always a single WH in each cluster they can be anywhere within it. Each WH keeps its own schedule, and though two might move at roughly the same time, there is no connection. Wormholes remain in place for about 60 - 90 days. So if you find one you can determine the location for all of them, There is no outward indication that it exists, but each WH can provide a listing of the other five. This is the same grouping that controls Jump Gate movements.įinding a Worm Hole requires scouting the astro where it is located. One hole per galactic cluster, each cluster being 10 galaxies. There are six Worm Holes scattered about in the AE universes. Anyway, it is unusual for the WH junctions to be located in the closest galaxies of each cluster. Remember that using a JG means that only two galaxies in the cluster are 2000LY apart, all others are more distant. There are cases where a Scout might move faster using a level 6 or higher JG, but it is rare. Because any Cluster to Cluster gate jump must be at least 2000LY, and could be as far as 5,600LY, it is usually faster to travel by WH than by JG. Each "jump" is exactly 12 hours, so distance plays no part. So when you find one you are presented with five possible destinations. Shift + Click (with unit selected): Move unit to new locationĬTRL + numpad number (with unit selected: Set AI team ĪLT + numpad number (with unit selected: Set AI team 10 + ĬTRL + click (with valid transport type selected): Assign transport to target unit on the mapĬTRL + T: toggle overlay image on/off (_template.Unlike a Jumpgate Wormholes ONLY let you move to other Wormholes. Page Up/Down: Scrolls through units that still have movement or attack points leftį9: Take screenshot, saved in the game documents folder (PNG file format) Kill a unit with a single shot (used for scenario testing - applies to the AI as well unless turned off or the AI is disabled)įroBodine wrote:So, where might we find the cheat code list please, in case we are tempted to use them? Hotkeys Turns the UI display off or back on again (#videomode on means the UI display is off, and vice versa) Unlocks all purchased DLC scenarios for individual play, even if preceding missions in the campaign are not yet completed #gimmeall (works with the game's main menu screen in view may take a few seconds to complete) Unlocks the gorgeous commander Lieutenant Lena, who is not just eye candy (adds 100 shock capability to her assigned unit) With a unit in focus, adjust its strength to value X with a maximum of 20 (adjusted after current turn ends) ![]() X extra turns (added after current turn ends) + or - X income per turn (applies to all human-controlled factions) + or - X resources (applies to all human-controlled factions) +500 resources (applies to all human-controlled factions) Enter hashtag (#) followed by the cheat code. Press Shift + c to open the cheat code console.
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