Facebook Galaxy Online II Ship Creation Guide
Facebook Galaxy Online II Ship Creation Guide by Kevin Mendes
A Newbie Guide to Ship Creation
One of the very unique and challenging aspects to Galaxy Online II is the task of designing your own ships. Although this can be a very satisfying and rewarding part of the game, the initial amount of numbers and information presented to the player can, at first, be very overwhelming. This guide will serve as a sort of parachute for newer players in designing their own ships and fleets, and it is my hope that my own hindsight can be a foresight to those just starting the game.I. Navigating your Ship Factory and Ship Design screens.
Let’s begin with where you design your ships. First, we must find our ship factory and enter it.
Once you have entered your Ship Factory, we will be at a screen that looks like this:
This is the screen where you will eventually build the ships you have designed. The left hand side of this screen holds the schematics for the ships that you have custom designed. The center of the screen is an overview of the ship parts you have equipped on your selected ship. These ship parts, are the bread and butter of designing your own ship. On the far right hand side of this screen is your building queue — initially, you’ll start with one queue slot to build ships in and as you level your Ship Factory and research better technologies, more will open up to you.
The highlighted orange button is what we are interested in here. The tool tip will say “Ship Design.” Click it to open up the next screen.
This is where new players tend to get lost. There is a large amount of information to cover here, but first, let’s get acquainted with where everything is on this screen. On the far left hand side of this screen, we see four blue ships. These four blue ship icons are click-able and they will bring you to the blueprints available for that ship type. The four ship icons represent Frigate, Cruiser, Battleship, and Special Hulls, in that order, from top to bottom. In the center of our screen, we see our ship module parts. There are three tabs above the initial five tabs that you will see in the top of this portion of the screen: from left to right – a pair of guns, a shield, and a wrench and hammer. The guns are your weapons modules, the shield is your defensive modules, and the wrench and hammer represent your auxiliary modules. To the right of this screen, we see a hollow spaceship and a bar underneath it. The number on this bar will represent how many more modules you can fit on your particular model of ship. Right below this, you’ll see “Complete” and “Cancel” and to the left of those buttons, the build cost in Metal, He3, and Gold per ship. To the left of the build cost are the specific stats to your ship, which I will go into detail later. Finally, right above your ship stats you will see “Pls-Enter-Name.” Click on that text to enter a name for your ship. Before we finish the navigation portion of the guide, you can also hover your mouse over a module part to see more detailed information on the part.
The particular module I have selected here in this picture is the Rapid Fire-I module. We see that it gives us a very nice detailed description, but for now, the only thing on this screen I’d like you to pay attention to is the “Volume” stat. Each ship hull can only have so many modules equipped on them at a time — this is governed by their maximum volume that they can carry. This weapon takes up 20 volume space per one module. Therefore, balancing the right modules with the right ship hulls is one of the finer keys to success in designing your own fleet.
II. Building your first ship
Now that we have the navigation portion of the guide settled and you feel a bit more comfortable with where everything is, let’s design our first ship. Go to your ship design screen and under Cruiser, select the Typhoon-I blueprint. We see under that ship stats that our ship alone with no modules on it is rather worthless — it has 0 range and 0 attack, because it has no weapons on it, and it has 0 movement, because it has no transmission engine on it. Let’s add three Rapid Fire-I under our ballistics weapons in your weapons module section. We now have 1-2 range, and 48-60 attack damage when attacking. Now let’s buff up our little guys shields and structure, so he is a little more durable. Add one Ship Reinforcement Facility-I, then click the icon right beneath the big shield to bring us to our shield boosters. Add two Energy Shield Booster-I’s. Finally, go to the auxiliary modules, and under transmission module, add a Super Transmission Engine. Our ship volume is now 139 out of 140, so let’s name our ship and click complete. It should look something like this:
Once you have clicked the complete button, hit cancel to close the screen and go back to the Ship Factory. Our schematic for the ship is saved and we can now select it and hit build now to start constructing them.
III. Terms and Definitions
Although this part is geared mostly towards newer players, older players may find some of the information in here useful as a quick reference.
Frigates – Frigates are mobile, quick ships useful at taking out the expensive, heavy, and prized Battleships. They deal extra damage to Battleships, as well as receiving less damage from them. They are also the only ship out of the three that begin with a default movement value of one, meaning they don’t have to equip a Transmission module to move. While they excel at scouting, and have excellent shields, they have the lowest carrying volume for modules and once their shields are gone, their structure is also the weakest.
Cruisers – Cruisers are your middle of the road kind of ship. They excel at destroying Frigates, by dealing more damage to them, and receiving less damage from them in return. Cruisers have a better carrying volume than Frigates, allowing them to equip more modules. However, they are slightly slower and have less shields. They are also more expensive to make, but they make up for this by being able to store more He3 for longer fights.
Battleships – The king of all ships, these monstrous abominations tear cruisers apart. They have the most volume capacity, the most He3 storage, the highest structure, but the lowest shields. Many take advantage of the high volume capacity to add more shield modules into the Battleship, but keep in mind that with every extra module you add on, it raises the building cost of the ship. Painfully long and expensive to make.
Damage and Armor – Here for quick reference, is the rock, paper, scissors of ship armor types versus weapon damage types.
Heat damage does extra damage versus Regen armor.
Kinetic damage does extra damage versus Neutralizing armor.
Magnetic damage does extra damage versus Nano armor.
Explosive damage does extra damage versus Chrome armor.
Regen armor takes less damage from Kinetic and Magnetic weapons.
Neutralizing armor takes less damage from Magnetic and Explosive weapons.
Nano armor takes less damage from Heat and Explosive weapons.
Chrome armor takes less damage from Kinetic and Heat weapons.
Each ship hull has a different armor type, by matching up modules such as Particle Stun shield, which reduces Kinetic damage, it is possible to a Chrome hull into a ship nearly invulnerable against Kinetic weapons. Use the weapons and hulls with your modules
to achieve maximum effectiveness and diversity in your designs and you’ll soon be on you’re way to conquering the galaxy.
ID: 45194
Character: Aragoth
Server: Pegasus
Add an transition engine
,,What should i do when the ship has no movement value????/pls answer