Posts by karag

    LIFEFORM MENU'

    Tutti-alieni-200.png


    1.1a HOW TO START & EXPLORE


    freccia-verde-trasp-1.png The icon with the number 1 show that none of the different alien species has been selected on the planet.


    freccia-verde-trasp-1.png Clicking on icon 1 will open the lifeform menù which will allow you to choose the species you prefer by clicking on icon 2 "select".


    freccia-verde-trasp-1.png In 3 and 4 you can see the indication of the XP points and level, which will improve the technological bonuses of the species.

    You can earn XP by sending intergalactic explorations and capturing further aliens of this species.


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    To get started, you need to select an Alien on a chosen planet.


    At start you can only select HUMANS, the only Alien able to develop the technology needed to discover other species.


    After reaching 200,000 inhabitants and built the "Research Centre" you can start exploration by select and reserch to level 1 the "Intergalactic Envoys" in the Tech tree.


    Now you will be able to scour universe, looking for new alien species, not yet known, or to improve the xp of those already known by increasing their bonuses.


    freccia-verde-trasp-1.png It is not possible to replace the HUMANS unless other alien species have been found first.


    freccia-verde-trasp-1.png In the Galaxy Menù you can start exploration through the purple, DNA-shaped, iconicona-gala-esplo-alieni.png


    freccia-verde-trasp-1.png No ship is needed for exploration but you must have an empty fleet slot to send it.


    freccia-verde-trasp-1.png Each exploration mission costs; Metal 5,000 - Crystal 1,000 - Deuterium 500


    freccia-verde-trasp-1.png Every coordinates can only be explored once every SEVEN days. Coordinates that have been explored for less than seven days appear with a gray icon and cannot be explored.


    freccia-verde-trasp-1.png Exploration CANNOT be started when there is no more free space in the aliens' residences, or when the number of resident aliens has already reached the maximum capacity.


    freccia-verde-trasp-1.png You can find the outcome of the explorations in the expedition section of the messages folder.



    1.1b ARTEFACTS AND XP POINTS



    With EXPLORATIONS players can discover alien species, find artefacts and earn XP points


    Exploration is essential in the early stages to allow players to choose between the different races, at any time to acquire artifacts and later in development, they become a focal point of the game, as its execution brings significant benefits with XP


    Whenever you meet a race, whether you already own it or not, you will be able to get XP, in variable quantities, entrusted to chance.


    freccia-verde-trasp-1.png Messages indicating alien finds can be read in the Messages -> Expeditions section



    xp-lifeform.png


    freccia-verde-trasp-1.png These points will not form a single accumulation but will be counted separately for each breed.

    The points obtained by finding Humans will increase the Xp count relating to that race only and will work the same way for the other three types of aliens.


    freccia-verde-trasp-1.png Their quantity can be constantly monitored by clicking on the alien icon, present in the upper menu, positioned to the right of the icon showing the DM present in the account


    quantit-xp.png



    freccia-verde-trasp.png Each level increases the research bonuses of the race by 0.1%.


    freccia-verde-trasp-1.png Example ONE:


    Develops at level 1 Rock'Tal's Ion Crystal Enhancement (Heavy Fighter), which at that level increases, among other things, Heavy Fighters' SHIELDS by 0.3%, with bonus race 2%


    Nuova-immagine-bitmap.png


    As can be seen from technical data, LifeForm Tech Bonuses, equal to 0.077, are thus obtained


    Shields (base value)...................................... 25


    +0.3% research bonus calculated on 25............. + 0.075

    +2% XP bonus calculated on 0.3%..................... + 0.0015

    -------------------------------------------------- ------------------

    TOTAL LIFEFORM BONUS 0.0765 rounded ........+ 0.077


    freccia-verde-trasp-1.png Example 2:

    Some LF have, among their constructions, some buildings that increase the bonuses on their searches, as in the case of Humans, so there will be a further count


    Develops at level 1 Humans Bomber Mk II, which increases, at that level, Bomber SHIELDS by, among other things, by 0.3%


    Metropolis is also present on the planet at level 9, which grants 4.5% increase on bonuses


    Nuova-immagine-bitmap.png


    As can be seen from the technical sheet, the LifeForm Tech Bonuses, equal to 1.598, are thus obtained


    Shields (base value)................................ 500



    +0.3% research bonus calculated on 500................ + 1.50

    +4.5% bonus increase calculated on 0.3% ..............+ 0.0675

    ---------------------------------------------------------------------------

    LIFEFORM BONUS SUBTOTAL ................................+1,567


    +2% XP bonus calculated on bonuses.....................+0.031

    -------------------------------------------------- ------------------

    TOTAL LIFEFORM BONUS ......................................+1,598




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    LIFEFORM MENU'

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    LIFEFORMS have always hovered in space, furtively.


    Ogame's evolution , with version 9, has made it possible to finally detect them, creating a special department which, through the development of truly futuristic and extremely precise structures and the refined research of technologies, grants the Emperors present in the Universe be able to take advantage of the great powers that these Aliens hold.


    There are four alien species that can be detected and set in the colonies: three related to a Class (they will specifically enhance their bonuses) and one, the Humans, equivalent to a class that has not yet existed, very balanced, with interesting bonuses and with the peculiarity of being the only one able to "discover" new species


    Humans



    Primeval species
    Kaelesh



    Related to Explorer
    Rock'Tal



    Related to Collector
    Mechas



    Related to General
    Humans.png Kaelesh.png Rock-tal.png Mechas.png



    Players will have the opportunity to develop the qualities of the aliens in "purity", adopting and increasing all their specialties or "mixing" the various life forms found, to achieve specific objectives for their Empire.


    These dynamics, given the numerous alien capabilities, will make each account truly unique, since the possible combinations are almost unlimited.


    For example, we could have Collectors boosted by the Rock'Tal but using exploratory boosts from the Kaelesh... Generals who will dart even faster and more powerful with the skills given to them by the Mechas but with mines boosted by the Rock'Tal, or even Explorers who they will exclusively perfect the Mechas skills to possess, through the use of ships, an extraordinary combination that will lead them to be very fast predators of every position in the galaxy ... and so on ad infinitum


    freccia-verde-trasp-1.pngThe V9 section is an expansion of Ogame which, as seen above, introduces several new tools but which you don't need to develop.

    The player can strategically decide whether to do it or not, whether to start unlocking it early in the game or wait to reach a higher stage of development


    freccia-verde-trasp-1.pngThe V9 section is also almost totally independent from the classic Ogame, as its structures do not require planet spaces or buildings belonging to it, with the exception of the energy needed for some buildings and the Nanite Factory (but it is not a prerequisite) which speeds development time for LifeForm buildings


    freccia-verde-trasp-1.pngTo monitor the Life Forms live, some icons dedicated to them are active in the top bar of the menu:


    menu-alto-alieni.png


    These icons, active as already mentioned, show the number of aliens present on that planet (1), the amount of food in stock (2) and the type of alien resident at that moment (3)


    In the screen above, at point 3, there is NO alien, that is, it is still necessary to proceed with the choice of him (or he has been deactivated) and he can be understood from the generic icon instead of the specific ones illustrated above.


    When the alien is present on the planet, the icon that belongs to him appears instead of the generic image (in the screen below the Humans reside on the planet):


    menu-alto-alieni-3.png


    freccia-verde-trasp-1.png New icons have descriptive tooltips


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    Available: Indicates how many Aliens are present in this structure (if their number exceeds the capacity, it means that their level of growth is optimal and they need more space to avoid their escape)


    T2 LF: Indicates, among the aliens present, how many have been trained at the T2 level


    T3 LF: Indicates, among the aliens present, how many have been trained at the T3 level


    Living Space: indicates the maximum amount of Aliens that can be permanently hosted


    Satisfied: Indicates how many aliens are adequately fed. If the satisfied Aliens are greater than those residing at that moment, it means that there is an overproduction of food (which will be set aside up to a certain quantity)

    freccia-verde-trasp-1.png In practice, the amount of satisfied users indicates how many inhabitants the building that produces food can feed


    Hungry: indicates how many aliens are present but hungry (therefore they will soon leave the planet)


    Growth Rate: Indicates how fast the aliens are reproducing


    Bunker Space: indicates the maximum amount of aliens that will be protected from enemy attacks (aliens in fact die if exposed to enemy fire. Reducing their number will make those structures and researches that require a particular amount NOT available)




    food.png


    Available: Food available at the time



    Storage capacity: corresponds to the maximum amount of food that can be stored.


    When a food production building is outsized for the level of its inhabitants, it stores food for the future.

    Once the maximum capacity is reached, production stops


    Overproduction: Shows any production that exceeds the aliens' hourly consumption


    Consumption: indicates the hourly consumption of food


    Consumed In: Shows how long the stored quantities will be able to satisfy the aliens


    freccia-verde-trasp-1.png Screen in FIG. 1 shows an oversized food facility for Alien consumption.

    The latter being already at the maximum (they are red) have allowed the structure to reach the maximum storage capacity of accumulated food


    freccia-verde-trasp-1.png Screen in FIG. 2 shows a building for the production of food undersized compared to the inhabitants (the inhabitants are increasing, they are orange)

    Everything that is produced is consumed instantly and the missing is deducted from the warehouse, which, in this case, is able to provide food for 1h and 15m




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