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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 Bridge's reactor. In order for a module to be powered, it must be no more than 2 squares away from any other powered building.

Different modules perform a variety of different tasks and have different individual 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 defense.

Modules will explode when destroyed. When they explode (noted as Collateral Damage) the surrounding modules will take damage. When bases are attacked, 25% damage causes a defense system called a defense matrix to spring up that lasts for 2 hours. 50% damage to the base and/or bridge destruction causes this newfound "bubble" to last 12 hours. 64% damage or higher to the base results in a full day protection sequence. Naturally, this would drop if a player decided to attack another.

The Bridge

Icon Bridge V

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

The Bridge provides power to all your modules and is a behemoth to take down in base hits. Despite it being a source of power, immediately targeting and destroying will not cease the functionality of Combat Modules. The Bridge, unlike other modules, except the Terminus Mine, cannot be upgraded past level V. The Bridge is a Storage Module and a Combat Module mixed; it can also carry a massive amount of armor and weapons, making it by far the strongest combat-capable module in your base.

As you upgrade the bridge, you can field more fleets, up to a maximum of 7 fleets at Bridge level IV.

As you upgrade the bridge, you can also build additional modules such as storage, miners, combat modules and Terminus Mines, and allow existing ones to be upgraded an additional 2 levels for every bridge level.

Defense/Positioning Strategy

Generally, most base designs place The Bridge at the center of the available build space, this allows modules to extend equally in all directions. The Bridge makes up the center of the core while key buildings are usually placed near it with Combat Modules adding further support to the core. 

Most people do not move The Bridge if asteroids start moving farther away, instead opting to use Power Pylons instead.

One thing to be careful about is the Bridge's huge Collateral Damage; it can seriously damage or even destroy anything directly next to or diagonal to the bridge. Take this into consideration when building your base.

The Bridge has a bonus range estimated to be +5%.

Trivia

  • It used to be called "The Outpost", but the name was changed to "The Bridge" late into Closed Beta
  • It is the only building that maxes out at level V
  • Many have tried to the reason there isn't a massive power failure when the Bridge is destroyed as being due to hidden emergency generators inside each module.
  • It is the only module that takes up a 2x2 tile area.
Level I II III IV V
Health 598 1,192 2,377 4,740 9,450
Max Components 350 825 1,800 3.600 8,360
Collateral Damage 150 447 1,189 3,555 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 10 12
Terminus Mines 0 10 12 14
Antimatter Silo 0 5 7 8
Storage Modules 2 3 5 7 8
Upgrade XP N/A
Upgrade
Time --- 24m 2h 30m 10h 00m 2d 2h
Mineral Ore --- 59,160 585,684 4,744,038 23,909,964
Antimatter --- 5,977,491
Requirements  ---

Ship Factory II

Fleet Bay II

Ship Factory IV

Fleet Bay IV

Ship Factory VI

Fleet Bay VI

Ship Factory VIII

Fleet Bay VIII

Level Normal Damaged Destroyed
I Bridge I Bridge Damaged 1 Bridge Destroyed 1
II Bridge II Bridge Damaged 2 Bridge Destroyed 2
III Bridge III Bridge Damaged 3 Bridge Destroyed 3
IV Bridge IV Bridge Damaged 4 Bridge Destroyed 4
V Icon Bridge V Bridge Damaged 5 Bridge Destroyed 5

Combat Module

Combat Module 4

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

Combat Module, as the name suggests, is a turret designed for destroying attacking ships. What is equipped on them, as well as their positioning, is key to a successful defense. Base weapons should have a mix or long range and close range weapons, with their firing arcs overlapping so that multiple turrets can fire simultaneously. 

Lvl Health Max Comp Slot Config Mineral Ore Antimatter Time Colla. Dam Bridge lvl Upgrade

XP

I 211 200 - 638 0 16s 53 I N/A
II 298 280 1,920 4m 22s 75 36
III 338 390 5,760 8m 26s 85 II 191
IV 476 550 +Armor +Special 17,280 12m 32s 179 204
V 673 770 - 51,840 1h 19m 252 III
VI 950 1,080 155,520 2h 26m 356 583
VII 1,342 1,510 +Shield  466,560 3h 33m 671 IV 793
VIII 1,896 2,110 - 1,399,680 10h 39m 948
IX 2,677 2,950 3,779,135 419,904 17h 45m 20s 1,339 V
X 3,150 4,130 10,077,695 2,519,424 1d 51m 28s 2,835
Level Normal Damaged Destroyed
I-III Icon Combat Module 1 Combat Module Damaged 1 Combat Module Destroyed 1
IV-VI Icon Combat Module 2 Combat Module Damaged 2 Combat Module Destroyed 2
VII-IX Icon Combat Module 3 Combat Module Damaged 3 Combat Module Destroyed 2
X Combat Module 4 Combat Module Damaged 4 Combat Module Destroyed 3

Ship Factory

Icon Ship Factory 4

New ships are designed and constructed at the ship factory, making it a critical part of a base's operations.
  — In-game description 

The ship factory is responsible for building ships in the game. Building ships are one of the main sources of experience points. Generally, players don't protect their factory and fit no armor plating or shield slots on the factory. Ship factories are instant repair when equipped with no defensive upgrades regardless of level. 

Some players choose to place the factory near the center of their base in an attempt to protect it; however, this is not recommended because of the Ship Factory's huge Collateral Damage. Factories that sustain damage will pause whatever ship construction, refits or upgrades they are currently performing until fully repaired.

You can rotate the factory by using the arrow keys.

Level Health Max  Comp Slot Config Mineral Ore Antimatter Time Collateral Dam Bridge lvl
I 158 190 - N/A 0 N/A 40 I
II 224 260 16,895 2m 2s 56
III 316 370 46,465 48m 79 II
IV 447 520 +Armor 127,775 3h 12m 168
V 631 730 - 351,385 12h 48m 237 III
VI 891 1,020 966,306 1d 14h 334
VII 1,259 1,430 +Shield 2,657,343 4d 19h 630 IV
VIII 1,777 2,000 - 7,307,690 5d 14h 889
IX 2,510 2,790 18,086,532 2,009,614 6d 9h 1,255 V
X 3,544 3,910 +Armor 44,211,518 11,052,880 7d 4h 48m 1,772
Level Normal Damaged Destroyed
I-III Icon Ship Factory 1 Ship Factory Damaged 1 Ship Factory Destroyed 1
IV-VI Icon Ship Factory 2 Ship Factory Damaged 2 Ship Factory Destroyed 2
VII-IX Icon Ship Factory 3 Ship Factory Damaged 3 Ship Factory Destroyed 3
X Icon Ship Factory 4 Ship Factory Damaged 4 Ship Factory Destroyed 4

Workshop

Icon Workshop 3

The workshop is a module that is capable of upgrading ships to MK II and MK III, and eventually to MK V with the required resources that are obtainable from VEGA fleets. It was released on October 13, 2015. It is also the first module to have a level cap of 8. Normally the level cap is 10 for regular modules and 5 for the Bridge.

Its information was leaked a few days earlier by a Chinese hacker.

Level Health Max  Comp Slot Config Mineral Ore Antimatter Time Collateral Dam Bridge lvl Other Requirements
I 76 100 +Armor 0 19
II 108 140 - 5,775 0 6m 25s 27
III 152 200 - 18,525 0 20m 35s 38
IV 214 280 +Shield 0 80 IV Ship Factory VII
V 303 390 - 190,740 0 3h 31m 56s 114 V Ship Factory IX
VI 427 540 - 612,000 0 11h 20m 160 Ship Factory X
VII 603 760 - 1,963,560 0 1d 12h 21m 44s 302
VIII 853 950 - 6,300,000 0 4d 20h 40m 427
Level Normal Damaged Destroyed
Icon Workshop 1 Workshop Damaged 1 Workshop Destroyed 1
Icon Workshop 2 Workshop Damaged 2 Workshop Destroyed 2
Icon Workshop 3 Workshop Damaged 3 Workshop Destroyed 3

Fleet Bay

Icon Fleet Bay 4

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

The Fleet Bay is a building used for repairing and managing Fleets. By upgrading the fleet bay, you can increase the total mass of your fleet. Please regard the table below for exact figures.

In the event Reclamation, players had the chance to unlock and use Bomber Wings, which launch and attack any ships within range. This made the Fleet Bay a very powerful weapon against attacking fleets, and can be considered "the most powerful Combat Module". The Fleet Bay's range is slightly increased depending how it's rotated.

Trivia

  • The Fleet Bay was originally called "Ship Bay"
Leve Health Max Comp Slot Config Mineral Ore Antimatter Time Collateral Dam Bridge lvl
I 158 700 - N/A 0 N/A 40 I
II 224 1,100 16,895 2m 2s 56
III 316 1,700 46,465 48m 79 II
IV 447 2,650 +Armor 127,775 3h 12m 168
V 631 4,150 - 351,385 12h 48m 237 III
VI 891 6,450 966,306 1d 14h 24m 334
VII 1,259 10,100 +Shield, +Wings x2 2,657,343 4d 19h 630 IV
VIII 1,777 15,300 - 7,307,690 5d 14h 889
IX 2,510 22,800 18,085,532 2,009,614 6d 9h 1,255 V
X 3,544 34,200 +Armor, +Wing 44,211,518 11,052,880 7d 4h 48m 1,772
XI 4,962 42,750 - 106,383,966 45,593,128 2,481

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

Level Normal Damaged Destroyed
I-III Icon Fleet Bay 1 Fleet Bay Damaged 1 Fleet Bay Destroyed 1
IV-VI Icon Fleet Bay 2 Fleet Bay Damaged 2 Fleet Bay Destroyed 2
VII-IX Icon Fleet Bay 3 Fleet Bay Damaged 3 Fleet Bay Destroyed 3
X Icon Fleet Bay 4 Fleet Bay Damaged 4 Fleet Bay Destroyed 4

Arms Lab

Icon Weapon Lab 4

Research new Energy, Projectile and Explosive weapon technology.
  — In-game description 

The Arms Lab is one of 3 research labs. Its primary purpose is to research new weapons for both bases and ships. It can't, however, research blueprint weapons, such as Thermal Beam or Hydra Missiles, which must be acquired via blueprints gathered from VEGA cargo fleets of the appropriate level. 

Gallery

Level Health Max Comp Slot Config Mineral Ore Antimatter Time Collateral Dam Bridge lvl
I 76 90 - N/A 0 N/A 19 I
II 108 130 11,034 2m 24s 27
III 152 180 30,341 50m 38 II
IV 214 250 +Armor 83,438 3h 20m 80
V 303 - 229,453 10h 00m 114 III
VI 427 630,992 1d 48m 160
VII 603 +Shield 1,735,231 2d 2h 302 IV
VIII 853 950 - 4,771,882 3d 6h 427
IX 1,205 1,330 12,991,450 1,443,494 5d 17h 48m 603 V
X 1,701 1,860 28,869,890 7,217,473 8d 17h 28m 851
Level Normal Damaged Destroyed
I-III Icon Weapon Lab 1 Arms Lab Damaged 1 Arms Lab Destroyed 1
IV-VI Icon Weapon Lab 2 Arms Lab Damaged 2 Arms Lab Destroyed 2
VII-IX Icon Weapon Lab 3 Arms Lab Damaged 3 Arms Lab Destroyed 3
X Icon Weapon Lab 4 Arms Lab Damaged 4 Arms Lab Destroyed 4

Tech Lab

Icon Tech Lab 4

Advanced module and ship upgrades, including shields are research at the tech lab.
  — In-game description 

The Tech Lab is one of 3 research labs. Its primary purpose is to research new Technology, such as shields, weapon boosts, cargo enhancers, and thrusters. It can't, however, research blueprint technology, such as rechargeable shields.

Level Health Max Comp Slot Config Mineral Ore Antimatter Time Collateral Dam Bridge lvl
I 76 90 - N/A 0 N/A 19 I
II 108 130 11,586 3m 20s 27
III 152 180 31,857 50m 38 II
IV 214 250 +Armor 87,607 3h 20m 80
V 303 - 240,925 10h 114 III
VI 427 662,542 1d 48m 160
VII 603 +Shield 1,821,992 2d 2h 302 IV
VIII 853 950 - 5,010,477 3d 6h 427
IX 1,205 1,330 12,400,932 1,377,881 5d 17h 48m 603 V
X 1,701 1,860 30,313,384 7,578,346 8d 17h 28m 851
Level Normal Damaged Destroyed
I-III Icon Tech Lab 1 Tech Lab Damaged 1 Tech Lab Destroyed 1
IV-VI Icon Tech Lab 2 Tech Lab Damaged 2 Tech Lab Destroyed 2
VII-IX Icon Tech Lab 3 Tech Lab Damaged 3 Tech Lab Destroyed 3
X Icon Tech Lab 4 Tech lab Damaged 4 Tech Lab Destroyed 4

Ship Lab

Icon Ship Lab 4

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

The Ship Lab is one of 3 research labs. Its primary purpose is to research new Ships, Armors (for both base and ships), and cargo holds, and recently, alongside the crafting update, it can research Hull Upgrades. It can't, however, research blueprint ships, such as the Destiny Cruiser or Apocrypha Cruiser.

Level Health Max Comp Slot Config Mineral Ore Antimatter Time Collateral Dam Bridge lvl
I 76 90 - N/A 0 N/A 19 I
II 108 130 12,136 3m 20s 27
III 152 180 33,376 50m 38 II
IV 214 250 +Armor 3h 20m 80
V 303 - 252,398 10h 114 III
VI 427 694,093 1d 48m 160
VII 603 +Shield 1,908,752 2d 2h 302 IV
VIII 853 950 - 5,249,071 3d 6h 427
IX 1,205 1,330 12,991,450 1,443,494 5d 17h 48m 603 V
X 1,701 1,860 31,776,882 7,939,220 8d 17h 28m 851
Level Normal Damaged Destroyed
I-III Icon Ship Lab 1 Ship Lab Damaged 1 Ship Lab Destroyed 1
IV-VI Icon Ship Lab 2 Ship Lab Damaged 2 Ship Lab Destroyed 2
VII-IX Icon Ship Lab 3 Ship Lab Damaged 3 Ship Lab Destroyed 3
X Icon Ship Lab 4 Ship Lab Damaged 4 Ship Lab Destroyed 4

Trivia

  • Many changes have been made to its name and appearance, it used to be called the "Naval Lab".

Resources

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 equipment, weapons and boosts in the labs while Mineral Ore is a defensive type resource for upgrading, building & refitting base modules and for researching base related weapons and boosts.

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

Zynthium, as a resource, has been completely removed from the game. This means that costs for things have changed dramatically and all your Zynthium Miners were equally balanced out with new Helium-3 and Mineral Ore miners; any leftover miners were replaced with an extra Helium-3 miner.

Storage

Icon Storage 4

The Storage Module allows the base to store larger quantities of Helium-3 and Mineral Ore.
  — In-Game Description 
Level Health Max Comp Slot Config Storage Mineral Ore Antimatter Time Collateral Dam Bridge lvl
I 76 100 - 50,000 567 0 22s 19 I
II 108 140 100,000 1,416 1m 30s 27
III 152 200 200,000 3,543 2m 59s 38 II
IV 214 280 +Armor 400,000 8,853 54m 80
V 303 390 - 800,000 22,134 1h 21m 114 III
VI 427 540 1,600,000 55,338 2h 1m 30s 160
VII 603 760 +Shield 3,200,000 138,345 3h 2m 14s 302 IV
VIII 853 1,060 - 6,400,000 345,867 4h 33m 22s 427
IX 1,205 1,480 12,800,000 778,200 86,466 6h 50m 3s 603 V
X 1,890 2,070 25,600,000 1,729,329 432,333 10h 15m 851
Level Normal Damaged Destroyed
I-III Icon Storage 1 Storage Damaged 1 Storage Destroyed 1
IV-VI Icon Storage 2 Storage Damaged 2 Storage Destroyed 2
VII-IX Icon Storage 3 Storage Damaged 3 Storage Destroyed 3
X Icon Storage 4 Storage Damaged 4 Storage Destroyed 4

Antimatter Silo

Icon Antimatter 4

Storage module specifically for Antimatter.
  — In-game description 
Level Health Max Comp Storage Slot Config Mineral Ore Antimatter Time Collateral Dam Bridge lvl
I 76 100 250,000 - 567 0 22s 19 III
II 108 140 400,000 1,416 1m 30s 27
III 152 200 640,000 3,543 2m 59s 38
IV 214 280 1,024,000 +Armor 8,853 54m 80
V 303 390 1,638,000 - 22,134 1h 21m 114
VI 427 540 2,621,000 55,338 2h 1m 30s 160
VII 603 760 4,194,000 +Shield 138,345 3h 2m 14s 302 IV
VIII 853 1,060 6,710,000 - 345,867 4h 33m 22s 427
IX 1,339 1,480 10,736,000 778,200 86,466 6h 50m 3s 603 V
X 1,890 2,070 17,178,000 1,729,329 432,333 10h 15m 851
Level Normal Damaged Destroyed
I-III Icon Antimatter 1 Antimatter Silo Damaged 1 Antimatter Silo Destroyed 1
IV-VI Icon Antimatter 2 Antimatter Silo Damaged 2 Antimatter Silo Destroyed 2
VII-IX Icon Antimatter 3 Antimatter Silo Damaged 3 Antimatter Silo Destroyed 3
X Icon Antimatter 4 Antimatter Silo Damaged 4 Antimatter Silo Destroyed 4

Helium-3 Miner

Icon Helium Miner 4

Helium-3 is a standard resource in the interstellar economy, used as a fuel in nuclear fusion reactors.
  — In-game description 
Level Health Max Comp Prod Rate per hour Storage Time to max storage Slot Config Mineral Ore Antimatter Time Collateral Dam Bridge lvl
I 63 80 2,160 8,800 4h 4m 12s - 454 0 16s 16 I
II 90 110 2,640 15,360 5h 49m 12s 1,134 1m 36s 23
III 126 150 3,600 26,880 7h 27m 36s 2,837 4m 32 II
IV 179 210 5,040 45,760 9h 4m 48s +Armor 8,855 10m 67
V 252 290 6,960 74,400 10h 41m 24s - 22,138 25m 95 III
VI 356 400 9,360 115,200 12h 18m 36s 55,338 1h 2m 134
VII 503 560 12,240 170,560 13h 55m 48s +Shield 110,794 2h 36m 15s 252 IV
VIII 711 790 15,600 242,880 15h 34m 12s - 345,866 6h 30m 38s 356
IX 1,003 1,100 19,440 334,560 17h 12m 36s 778,198 86,466 16h 16m 34s 502 V
X 1,417 1,540 23,760 448,000 18h 51m 36s 1,384,930 432,332 1d 16h 41m 24s 709
Level Normal Damaged Destroyed
I-III Icon Helium Miner 1 Helium-3 Miner Damaged 1 Helium-3 Miner Destroyed 1
IV-VI Icon Helium Miner 2 Helium-3 Miner Damaged 2 Helium-3 Miner Destroyed 2
VII-IX Icon Helium Miner 3 Helium-3 Miner Damaged 3 Helium-3 Miner Destroyed 3
X Icon Helium Miner 4 Helium-3 Miner Damaged 4 Helium-3 Miner Destroyed 4

Old Zynthium Miner

Zynthium miner

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

Zynthium was a resource that used to exist, and often used more than the other 2 main resources. However, it has been since removed from the game.

Mineral Ore Miner

Icon Mineral Miner 4

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 per hour Storage Time to max storage Slot Config Mineral Ore Antimatter Time Collateral Dam Bridge lvl
I 63 80 2,160 8,800 4h 4m 12s - 567 0 16s 16 I
II 90 110 2,640 15,360 5h 49m 12s 1,416 1m 36s 23
III 126 150 3,600 26,880 7h 27m 36s 3,542 4m 32 II
IV 179 210 5,040 45,760 9h 4m 48s +Armor 8,855 10m 67
V 252 290 6,960 74,400 10h 41m 24s - 22,138 25m 95 III
VI 356 400 9,360 115,200 12h 18m 36s 55,338 1h 2m 134
VII 503 560 12,240 170,560 13h 55m 48s +Shield 138,347 2h 36m 15s 252 IV
VIII 711 790 15,600 242,880 15h 34m 12s - 345,866 6h 30m 38s 356
IX 1,003 1,100 19,440 334,560 17h 12m 36s 778,198 86,466 16h 16m 34s 502 V
X 1,417 1,540 23,760 448,000 18h 51m 36s 1,729,330 432,332 1d 16h 41m 24s 709
Level Normal Damaged Destroyed
I-III Icon Mineral Miner 1 Mineral Ore Miner Damaged 1 Mineral Ore Miner Destroyed 1
IV-VI Icon Mineral Miner 2 Mineral Ore Miner Damaged 2 Mineral Ore Miner Destroyed 2
VII-IX Icon Mineral Miner 3 Mineral Ore Miner Damaged 3 Mineral Ore Miner Destroyed 3
X Icon Mineral Miner 4 Mineral Ore Miner Damaged 4 Mineral Ore Miner Destroyed 4

Terminus Mine

Icon Terminus Mine

Terminus Mines deal damage to ships that stray too close.
  — In-game description 

The Terminus Mine is a mine that halts the advance of fleets and make blitzing bases a harder strategy. It was released on December 18th, 2013. Their manner of fire is by emitting radiation, and they can't be targeted or destroyed. As an attacker gets closer to the mine it will light up in warning before it detonates. These mines can be seen on the combat screen along with the warning and blast radius. However, squadrons launched by carriers are not affected by Terminus Mines, but they will activate the warning effect.

Mines do not need to be repaired or rebuilt. They have no health points, it is impossible to destroy them.

Level DMG Radius Warning Mineral Ore Antimatter Time Bridge lvl
I 900 1,000 x 1,000 1,500 77,760 0 14m 37s III
II 1,350 233,280 53m 16s IV
III 1,600  699,840 2h 39m 48s
IV 2,400 1,889,568 209,952 4h 26m
V 4,800 5,038,848 1,259,712 6h 12m V

Commerce Module

Icon Commerce Module

The Commerce Module is the economic center of your base. It automatically produces coins.
  — In-game description 

The Commerce Module is a module that produces Coins, the premium currency in Vega Conflict. This module can only be constructed by spending 300 coins, and the build time is instant. Once a player has one of these built, the module will begin producing coins.

The module can be upgraded by gaining experience; this experience is earned if you and/or your alliance members (you must be in an alliance to gain alliance experience) spend coins in any way, including if an alliance member makes their own Commerce Module. Once the bar reaches its maximum percentage, a player can then upgrade it to the next level, where the module will produce more coins per day and can hold more coins before needing to bank.

Level Coins Produced per day How long to produce 1 coin Slot Config Coins to Next Level
I 3 8h - about 500
II 4 6h
III 4h 48m
IV 7 3h 25m 43s +Armor ~2500
V 9 2h 40m -
VI 11 2h 10m 55s
VII 14 1h 42m 51s +Shield
VIII 17 1h 24m 42s -
IX 20 1h 12m
X 25 57m 36s -
Level Normal Damaged Destroyed
I-X Icon Commerce Module Commerce Module Damaged Commerce Module Destroyed

Known Issues

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.

Trivia

  • Collateral damage was added on December 18th, 2013
  • "Refitting" and "Upgrading" base modules originally could only be done one at a time. After a recent update, players can now upgrade one module while refitting a different one.

Gallery

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