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At the \c(0d0)Research Station\c() you can combine items into a better, random new one. The better the items, the better the resulting item will be. | You have to log in to add a translation. | Details | |
At the \c(0d0)Research Station\c() you can combine items into a better, random new one. The better the items, the better the resulting item will be. You have to log in to edit this translation.
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The \c(0d0)Headquarters\c() is a unique station for every faction. If you need to contact the whole faction, you should talk to their Headquarters. | You have to log in to add a translation. | Details | |
The \c(0d0)Headquarters\c() is a unique station for every faction. If you need to contact the whole faction, you should talk to their Headquarters. You have to log in to edit this translation.
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Stations | You have to log in to add a translation. | Details | |
Stations You have to log in to edit this translation.
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Indicators | You have to log in to add a translation. | Details | |
Indicators You have to log in to edit this translation.
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The galaxy map has several types of markers: \c(0d0)Colonized sectors\c() are shown with a green blip, while sectors with \c(0d0)Hidden Mass\c() are marked with a yellow blip. Hidden mass sectors can contain good things, like huge asteroid fields, but also pirates. Be careful when venturing into the unknown!↵ \c(0d0)Visited sectors\c() are marked with dots. Green dots represent allies, purple ones neutral objects, red ones hostile forces.↵ ↵ \c(ddd)Note: to see the yellow markers it's necessary to install a \c(0d0)Radar Upgrade\c(ddd) with deep scan function.\c() | You have to log in to add a translation. | Details | |
The galaxy map has several types of markers: \c(0d0)Colonized sectors\c() are shown with a green blip, while sectors with \c(0d0)Hidden Mass\c() are marked with a yellow blip. Hidden mass sectors can contain good things, like huge asteroid fields, but also pirates. Be careful when venturing into the unknown!↵ \c(0d0)Visited sectors\c() are marked with dots. Green dots represent allies, purple ones neutral objects, red ones hostile forces.↵ ↵ \c(ddd)Note: to see the yellow markers it's necessary to install a \c(0d0)Radar Upgrade\c(ddd) with deep scan function.\c() You have to log in to edit this translation.
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Map Markers | You have to log in to add a translation. | Details | |
Map Markers You have to log in to edit this translation.
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Exploring | You have to log in to add a translation. | Details | |
Exploring You have to log in to edit this translation.
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Some turrets don't fit into one of the above categories.↵ ↵ \c(0d0)Point Defense Weapons\c(): Those weapons can always fire and need no ammunition. Point Defense Weapons are very good against enemy fighters and torpedoes. Set them to 'Defensive' to have them automatically target torpedoes, fighters and nearby enemies.↵ ↵ Utility Turrets: Those include \c(0d0)Healing\c() and \c(0d0)Force turrets\c(), which can heal other ships or push or pull them around. | You have to log in to add a translation. | Details | |
Some turrets don't fit into one of the above categories.↵ ↵ \c(0d0)Point Defense Weapons\c(): Those weapons can always fire and need no ammunition. Point Defense Weapons are very good against enemy fighters and torpedoes. Set them to 'Defensive' to have them automatically target torpedoes, fighters and nearby enemies.↵ ↵ Utility Turrets: Those include \c(0d0)Healing\c() and \c(0d0)Force turrets\c(), which can heal other ships or push or pull them around. You have to log in to edit this translation.
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Special Turrets | You have to log in to add a translation. | Details | |
Special Turrets You have to log in to edit this translation.
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\c(0d0)Energy-Using Turrets\c() have batteries that first need to be charged with your ship's energy. Once this battery is depleted, the turret will stop shooting until its battery has been recharged.↵ ↵ Weapons of this category inlcude \c(0d0)Lasers\c(), \c(0d0)Tesla\c() and \c(0d0)Lightning Guns\c() and \c(0d0)Plasma Turrets\c(). | You have to log in to add a translation. | Details | |
\c(0d0)Energy-Using Turrets\c() have batteries that first need to be charged with your ship's energy. Once this battery is depleted, the turret will stop shooting until its battery has been recharged.↵ ↵ Weapons of this category inlcude \c(0d0)Lasers\c(), \c(0d0)Tesla\c() and \c(0d0)Lightning Guns\c() and \c(0d0)Plasma Turrets\c(). You have to log in to edit this translation.
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Energy Turrets | You have to log in to add a translation. | Details | |
Energy Turrets You have to log in to edit this translation.
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Overheating Turrets | You have to log in to add a translation. | Details | |
Overheating Turrets You have to log in to edit this translation.
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A \c(0d0)Transporter Block\c() only works with the corresponding \c(0d0)Transporter Software Subsystem\c(). The software increases the \c(0d0)docking range\c() and allows fighters to pick up cargo for a ship. | You have to log in to add a translation. | Details | |
A \c(0d0)Transporter Block\c() only works with the corresponding \c(0d0)Transporter Software Subsystem\c(). The software increases the \c(0d0)docking range\c() and allows fighters to pick up cargo for a ship. You have to log in to edit this translation.
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The \c(0d0)Energy Converter\c() reroutes part of the ship's energy into the shield. This means less energy for ship systems but a much \c(0d0)higher shield durability\c(). | You have to log in to add a translation. | Details | |
The \c(0d0)Energy Converter\c() reroutes part of the ship's energy into the shield. This means less energy for ship systems but a much \c(0d0)higher shield durability\c(). You have to log in to edit this translation.
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The \c(0d0)Object Detector\c() detects and marks all objects worth checking out in the current sector. | You have to log in to add a translation. | Details | |
The \c(0d0)Object Detector\c() detects and marks all objects worth checking out in the current sector. You have to log in to edit this translation.
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