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Module

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Modules are the "buildings" that make up your base. They are all powered by the outpost's or the Bridges reactor. In order for the building to be powered, it must be no more than 2 squares away from any powered building.

Different modules perform a different variety of tasks and have different functions. They constitute the cornerstone of military, resourcing and technological advancements. Some modules produce resource income, others construct and develop new ships and some are used for base defence.

Modules can explode when destroyed. When they explode (noted as Collateral Damage) the surrounding modules will take damage.

The BridgeEdit

Outpost05

Bridge Level 5


All base operations are directed from the Bridge. Modules draw their power from the Bridge's reactor.
  — In-game description 


For More - Click Here!


Level I Level II Level III Level IV Level V
Health 598 1,192 2,377 4,740 9,450
Max Components 350 825 1,800 3.600 28,800
Collateral Damage 150 447 1,189 2,370 4,725
Slot config  +Weapon  +Armor +Special +Shield +Armor + Special
Supported fleets 2 4 6 7 7
Storage Capacity 50,000 150,000 450,000 1,350,000 4,050,000
Combat Modules 4 6 8 10 12
Resource Miners 2 3 5 7 8
Terminus Mines 0 0 10 12 14
Antimatter Silo 0 0 5 7 8
Storage Modules 2 3 5 7 8
Upgrade
Time --- 24mins 2h 30m 12h 30m 2d 2h
Helium 3  --- 19,720 195,228 1,581,346 7,969,988
Minerial Ore --- 19,720 195,228 1,581,346 7,969,988
Zynthium --- 19,720 195,228 1,581,346 7,969,988
Antimatter --- --- --- --- 5,977,491
Requirements  ---

Ship Factory II

Ship Bay II

Ship Factory IV

Ship Bay IV

Ship Factory VI

Ship Bay VI

Ship Factory VIII

Ship Bay VIII

Animated PhotoEdit

Combat ModuleEdit


The combat module supports many components, and attaching a turret is the best way to protect a base.
  — In-game description 
CombatModule X with HeavyBeamLaser V

CombatModule_X with HeavyBeamLaser_V


Level Health Max Comp Slot Config Helium 3 Mineral Ore Zynthium Antimatter Time Collateral Dam Bridge lvl
I 211 200 - 234 202 202 0 16s 53 I
II 298 280 - 704 608 608 0 4m 22s 75 I
III 338 390 - 2,112 1,824 1,824 0 8m 26s 85 II
IV 476 550 +Armor +Special 6,336 5,472 5,472 0 12m 32s 179 II
V 673 770 - 19,008 16,416 16,416 0 1h 19m 252 III
VI 950 1,080 - 57,024 49,248 49,248 0 2h 26m 356 III
VII 1,342 1,510 +Shield  171,072 147,744 147,744 0 3h 33m 671 IV
VIII 1,896 2,110 - 513,216 443,232 443,232 0 10h 39m 948 IV
IX 2,677 2,950 - 1,385,683 1,196,726 1,196,726 419,904 17h 45m 1339 V
X 3,150 4,130 - 3,695,155 3,191,270 3,191,270 2,519,424 1d 51m 1890 V

Ship FactoryEdit


New ships are designed and constructed at the ship factory, making it a critical part of a base's operations.
  — In-game descripton 
Shipfactory
Level Health Max  Comp Slot Config Helium-3  Mineral Ore Zynthium Antimatter Time Collateral Dam Bridge lvl
I 158 190 - 40 I
II 224 260 - 6,195 5,350 5,350 0 2m 2s 56 I
III 316 370 - 17,037 14,714 14,714 0 48m 79 II
IV 447 520 +Armor 46,851 40,462 40,462 0 3h 12m 168 II
V 631 730 - 128,841 111,272 111,272 0 12h 48m III
VI 891 1,020 - 354,312 305,997 305,997 0 1d 14h 334 III
VII 1,259 4,430 +Shield 1,217,949 1,051,865 1,051,865 0 630 IV
VIII 1,777 6,200 - 2,679,486 2,314,102 2,314,102 0 889 IV
IX 2,510 8,670 - 6,631,728 5,727,402 5,727,402 2,009,614 6d 9h 1255 V
X 3,544 12,140 +Armor 16,210,890 14,000,314 14,000,314 11,052,880 7d 4h 1772 V

Ship BayEdit

Repairyard01

Active ships are maintained by the repair yard, whether returning from a mission of preparing for launch.
  — In-game description 


Level Health Max Comp Slot Config Max Mass Helium-3 Mineral Ore Zynthium Antimatter Time Collateral Dam Bridge lvl
I 158 190 - 700 0 40
II 224 260 - 1,100 6,195 5,350 5,350 0 2m 2s 56
III 316 370 - 1,700 17,037 14,714 14,714 0 48m 79
IV 447 520 +Armor 2,650 46,851 40,462 40,462 0 3h 12m 168
V 631 730 - 4,150 128,841 111,272 111,272 0 12h.48m
VI 891 1,020 - 6,450 354,312 305,997 305,997 0 1d 14h 334
VII 1,399 4,430 +Shield 10,100 974,359 841,492 841,492 0 4d 19h 630
VIII 1,777 6,200 - 15,300 3,349,358 2,892,627 2,892,627 0 5d 14h 889
IX 2,510 8,670 - 22,800 6,631,728 5,727,402 5,727,402 2,009,614 6d 9h 1,255
X 3544 12,140 +Armor 34,200 16,210,890 14,000,314 14,000,314 11,052,880 7d 4h


Max Fleet mass is current as of update 1/14/14

Arms LabEdit

ArmsLab
Level Health Max Comp Slot Config Helium-3 Mineral Ore Zynthium Antimatter Time Collateral Dam Bridge lvl
I 76 90 - 0 19 I
II 108 130 - 4,046 3,494 3,494 0 2m 24s 27 I
III 152 180 - 11,125 9,608 9,608 0 50m 38 II
IV 214 250 +Armor 30,594 26,422 26,422 0 3h 20m 80 II
V 303 1,510 - 84,133 72,660 72,660 0 10h 00m 114
VI 427 2,110 - 231,364 199,814 199,814 0 1d 48m 160
VII 603 2,950 +Shield 636,251 549,490 549,490 0 2d 2h 302
VIII 853 4,130 - 1,749,690 1,511,096 1,511,096 0 3d 6h 427
IX 1,205 5,780 - 4,330,483 3,739,963 3,739,963 1,312,268 5d 17h
X 1,701 8,090 - 13,232,033 11,427,665 11,427,665 9,021,841 10d 21h

Tech LabEdit


Advanced module and ship upgrades, including shields are research at the tech lab.
  — In-game description 
TechLab
Level Health Max Comp Slot Config Helium 3 Mineral Ore Zynthium Antimatter Time Collateral Dam Bridge lvl
I 76 90 - 0 19 I
II 108 130 - 4,248 3,669 3,669 0 3m 20s 27 I
III 152 180 - 11,681 10,088 10,088 0 50m 38 II
IV 214 250 +Armor 32,123 27,742 27,742 0 3h 20m 80 II
V 303 1,510 - 88,339 76,293 76,293 0 10h 114
VI 427 2,110 - 242,932 209,805 209,805 0 1d 48m 160
VII 603 2,950 +Shield 668,064 576,964 576,964 0 2d 2h 302
VIII 853 4130 - 1,837,175 1,586,651 1,586,651 0 3d 6h 427
IX 1,339 5,780 - 5,683,760 4,908,702 4,908,702 1,722,351 7d 4h 603
X 1,701 8,090 - 11,114,908 9,599,238 9,599,238 7,578,346 8d 17h 851

Ship LabEdit


The naval lab is responsible for reseaching new ship hulls, as well as new types of armor.
  — In-game description 
           
ShipLab

For More - Click Here!

Level Health Max Comp Slot Config Helium 3 Mineral Ore Zynthium Antimatter Time Collateral Dam Bridge lvl
I 76 90 - 0 19 I
II 108 130 - 4,450 3,843 3,843 0 3m 20s 27 I
III 152 770 - 12,238 10,569 10,569 0 50m 38 II
IV 214 1,080 +Armor 0 3h 20m II
V 303 1,510 - 92,546 79,926 79,926 0 10h 114 III
VI 427 2,110 - 254,501 219,796 219,796 0 1d 48m 160 III
VII 603 2,950 +Shield 699,876 604,438 604,438 0 2d 2h IV
VIII 853 4,130 - 1,924,659 1,662,206 1,662,206

S

0 3d 6h IV
IX 1,205 5,780 - 4,763,532 4,113,959 4,113,959 1,443,494 5d 17h 603 V
X 1,701 8,090 - 11,664,190 10,056,346 10,056,346 7,939,220 10d 21h 851 V

ResourceEdit

Resources are the most important things in the game, they are needed for almost everything. There are now two main resources in the game, they are respectively: Helium-3 and Mineral Ore. They can be produced and collected via the miners and are almost essential for all things. There is also a rare resource called Antimatter. You can't produce it but you can get it from Antimatter cargo fleets as well as VEGA cargo fleets. It is not so important as it is only needed in research and upgrade at higher levels.

Helium-3 is now an offensive type resource used for repairing fleets researching ship hulls and ship related equipment, weapons and boosts in the labs.

Mineral ore is now an defensive type resource for upgrading and building base modules refitting base modules and for researching base related weapons and boosts.

Meanwhile Antimatter remains a high level resource for upgrades, research and refits.

Zynthium has been completely removed from the game. This means that costs for things have changed dramatically and all your zynthium miners was equally balanced out with new helium-3 and mineral ore miners with any odd miners being replaced with an extra helium-3 miner.

StorageEdit


Storage module stores Zynthium, Helium-3 and Mineral Ore.
  — In-game description 
 
Level 5 storage

Level V Storage

Since update where Zynthium was removed storage modules now have new art and only hold Helium-3 and Mineral ore.

Level Health Max Comp Slot Config Storage Helium 3 Mineral Ore Zynthium Antimatter Time Collateral Dam Bridge lvl
I 76 100 - 15,000 189 189 189 0 22s 19 I
II 108 140 - 34,000 472 472 472 0 1m 30s 27 I
III 152 200 - 77,000 1,181 1,181 1,181 0 2m 59s 38 II
IV 214 280 +Armor 173,000 2,951 2,951 2,951 0 54m 80 II
V 303 390 - 389,000 7,378 7,378 7,378 0 1h 21m 114 III
VI 427 1,620 - 875,000 23,058 23,058 23,058 0 2h 1m 160 III
VII 603 2,270 +Shield 1,969,000 46,115 46,115 46,115 0 3h 2m 302 IV
VIII 853 3,170 - 4,430,000 115,289 115,289 115,289 0 4h 33m 427 IV
IX 1,205 4,430 - 9,968,000 259,400 259,400 259,400 86,466 6h 50m 603 V
X 1,890 6,200 - 22,428,000 576,443 576,443 576,443 432,333 10h 15m 851 V

Animated PhotoEdit

Antimatter SiloEdit


Storage module specifically for Antimatter.
  — In-game description 

You recive 5 Antimatter Silos when your Bridge reaches Level III.

Level 1 antimatter

Level I Antimatter Silo

Level Health Max Comp Storage Slot Config Helium 3 Mineral Ore Zynthium Antimatter Time Collateral Dam Bridge lvl
I 76 ?? 250,000 - 189 189 189 0 22s 19 III
II 108 ?? 400,000 - 472 472 472 0 1m 30s
III 152 200 640,000 - 1,181 1,181 1,181 0 2m 59s 38
IV 214 280 1,024,000 +Armor 2,951 2,951 2,951 0 54m 80
V 303 1,160 1,638,000 - 7,378 7,378 7,378 0 1h 21m 114
VI 427 1,620 2,621,000 - 18,446 18,446 18,446 0 2h 1m 160
VII 603 2,270 4,194,000 +Shield 46,115 46,115 46,115 0 3h 2m 302
VIII 853 3,170 6,710,000 - 144,111 144,111 144,111 0 5h 41m
IX 1,339 4,430 10,736,000 - 259,400 259,400 259,400 86,466 6h 50m
X 1,890 6,200 17,178,000 - 576,443 576,433 576,433 432,333 10h 15m

Animated PhotoEdit

Helium-3 MinerEdit


Helium-3 is a standard resource in the interstellar economy, used as a fuel in nuclear fusion reactors.
  — In-game description 
Helium3 miner
Level Health Max Comp Prod Rate Storage Slot Config Helium 3 Mineral Ore Zynthium Antimatter Time Collateral Dam Bridge lvl
I 63 80 2,160 8,800 - 38 208 321 0 16s 16 I
II 90 110 2,640 15,360 - 94 520 802 0 1m 36s 23 I
III 126 150 3,600 26,880 - 235 1,301 2,006 0 4m 32 II
IV 179 210 5,040 45,760 +Armor 588 3,252 5,015 0 10m 67 II
V 252 290 6,960 74,400 - 1,470 8,130 12,538 0 25m III
VI 356 400 9,360 115,200 - 3,674 20,322 31,342 0 1h 2m III
VII 503 2,070 12,240 170,560 +Shield 9,184 50,805 78,358 0 2h 36m 252 IV
VIII 711 2,900 15,600 242,880 - 22,960 127,013 195,893 0 6h 30m 356 IV
IX 1,003 4,050 19,440 334,560 - 51,660 285,779 440,759 86,466 16h 16m 502 V
X 1,417 5,670 23,760 448,000 - 114,800 635,065 979,465 432,332 1d 16h 41m 709 V

Animated PhotoEdit

Zynthium MinerEdit


Zynthium is a remarkable mineral with many unusual properties. It can be used to build extremely strong armor.
  — In-game description 
Zynthium miner

Since Zynthium was removed from the game this building is no longer in the game and has been replaced with Helium-3 and Mineral ore miners.

Level Health Max Comp Prod Rate Storage Slot Config Helium 3 Mineral Ore Zynthium Antimatter Time Collateral Dam Bridge lvl
I 63 80 2,160 8,800 - 208 321 38 0 20s 16 I
II 90 110 2,640 15,360 - 520 802 94 0 1m 36s 23 I
III 126 150 3,600 26,880 - 1,301 2,006 235 0 4m 32 II
IV 179 210 5,040 45,760 +Armor 3,252 5,015 588 0 10m 67 II
V 252 290 6,960 74,400 - 8,130 12,538 1,470 0 25m III
VI 356 400 9,360 115,200 - 20,322 31,342 3,674 0 1h 2m III
VII 503 2,070 12,240 170,560 +Shield 50,805 78,358 9,184 0 2h 36m 252 IV
VIII 711 2,900 15,600 242,880 - 127,013 195,893 22,960 0 6h 30m 356 IV
IX 1,003 4,050 19,440 334,560 - 285,779 440,759 51,660 86,466 16h 16m 502 V
X 1,417 5,670 23,760 448,000 - 635,065 979,465 114,800 432,332 1d 16h 41m 709 V

Animated PhotoEdit

Mineral Ore MinerEdit

Mineral ore miner

Mines capture asteroids to unlock vast quantities of mineral ore, a critical resource for deep space construction.
  — In-game description 
Level Health Max Comp Prod Rate Storage Slot Config Helium 3 Mineral Ore Zynthium Antimatter Time Collateral Dam Bridge lvl
I 63 80 2,160 8,800 - 321 38 208 0 16s 16 I
II 90 110 2,640 15,360 - 802 94 520 0 1m 36s 23 I
III 126 150 3,600 26,880 - 2,006 235 1,301 0 4m 32 II
IV 179 210 5,040 45,760 +Armor 5,015 588 3,252 0 10m 67 II
V 252 290 6,960 74,400 - 12,538 1,470 8,130 0 25m III
VI 356 400 9,360 115,200 - 31,342 3,674 20,322 0 1h 2m III
VII 503 2,070 12,240 170,560 +Shield 78,358 9,184 50,805 0 2h 36m 252 IV
VIII 711 2,900 15,600 242,880 - 195,893 22,960 127,013 0 6h 30m 356 IV
IX 1,003 4,050 19,440 334,560 - 440,759 51,660 285,779 86,466 16h 16m 502 V
X 1,417 5,670 23,760 448,000 - 979,465 114,800 635,065 432,332 1d 16m 41m 709 V

Terminus MineEdit


Terminus Mines deal damage to ships that stray too close.
  — In-game description 
Level DMG Radius Warning  Helium-3 Mineral Ore Zynthium Antimatter Time
I 900 1,000x1,000 1,500 28,512 24,624 24,624 0 14m 37s
II 1,350 1,000x1,000 1,500 85,536 73,872 73,872 0 53m 16s

III

1,600  1,000x1,000 1,500 256,608 221,616 221,616 0

2h 39m

IV 2,400 1,000x1,000 1,500 692,842 598,363 598,363 209,952 4h 26m
V 4,800 1,000 1,500 1 847 578 1 595 635 1 595 635 1 259 712 6h 12m

Known IssuesEdit

Hit Expand to View This Section

Listed here are bugs that have been identified with this Unit or Feature. Once fixed each issue will be moved to Resolved.

Existing Known Bugs :

Resolved Bugs :

  • Players should no longer lose recalled fleets when returning to base view at the same time another fleet returns to base.
  • Several fixes have been made to help address connectivity issues while performing certain actions.
  • Fixed an issue which caused the upgrade progress bar to disappear after a Module was destroyed.
  • Fixed an issue in which Fleets were stuck in repair and were unable to be used. Modules can now explode as of the December 18th, 2013 update.

Forum Discussion Links :

TriviaEdit

  • Having trouble fending off enemy attacks? Try adding Shields and Armor to your Modules for additional layers of protection.
  • Resource Miners are an easy way to ensure a healthy inflow of resources. Don’t forget to keep them upgraded to increase their collection rate.
  • A well designed base is essential to defend against enemy attacks.
  • Fleet grouping: Players will now be able to assign ships to groups during the countdown sequence at the start of each battle.
  • Base modules have had their overall health percentages re-evaluated to help balance base attacks.
  • With the exception of a few low level Modules, the majority of base Modules have had their repair times drastically reduced.
  • Mining Modules and Research Modules have had the biggest reduction in repair times.
  • Helium Miner Module level three has had it's repair time reduced to reflect the same repair time as other Miner Modules of the same level.
  • Higher ship repair times = more strategy used when attacking.
  • Low ship repair times = more spamming and less skill needed.
  • Modules can now explode as of the December 18th, 2013 update. When they explode (noted as collateral damage) the surrounding modules will take damage.
  • You can now change components while you upgrade or build a module.
  • You can upgrading your Arms Lab and put a new shield on your Bridge at the same time now.
  • You can put a new shield on one Combat Module while you’re upgrading at the same time now too.
  • When attacking a base, you’ll now be able to see weapon ranges for enemy Combat Modules and for The Bridge. Just hover your mouse over a combat module or The Bridge to see its range.

PhotoEdit


VideoEdit

External LinksEdit

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