Tuesday, May 28, 2019

Confessions of an Automationeer, Part 60: LCV3 Patch 5 Public Release Overview

Confessions of an Automationeer, Part 60: LCV3 Patch 5 Public Release Overview

Now that Patch 5 of UE4 Automation 4.21 is finally out of the open beta stage, I have finally found some time to take it for a spin. So here's a rundown of my first impressions of this latest patch.

Right off the bat, I was very impressed; not only did it look better, it felt better as well. Selecting colors and materials for exterior slots was more difficult at first, though; even so, I expect to find the color/material selection process even more satisfying than before. Moreover, the update has introduced plenty of new bodies, fixtures and photo scene locations (including several third-party mods for each). Finally, the game is much more stable than it used to be, while many existing bodies have had various issues finally fixed. Here are a pair of test builds I made in the new public release as examples of what's possible.


Overviews of two test builds made in the 5th patch of UE4 Automation LCV3 after the latest new public release, showing a mid-10s hot hatch (top) and an early-00s sports coupe (bottom). 


There will be plenty to discuss further about the latest update in future posts. The next one will be about the revised color and material selection system, so stay tuned for that one.

Wednesday, May 15, 2019

The Prince of Infinite Space: The Most Powerful Large Capital Ship in Sector Prime

The Prince of Infinite Space: The Most Powerful Large Capital Ship in Sector Prime


Earlier I described how the humble Terran corvette - available from the beginning in Sea of Stars and its predecessors - has the potential to be the most overpowered ship in the game, period. But what if, as is often the case, the Timeless Bauble (which is the only way to acquire a Nova Cannon in normal gameplay) is absent from the map, or if it is present you used it to create something else, such as a Limited Vacuum Collapser? The obvious solution is to go big - or go home. And by big, I mean really big. Specifically, I'm referring to the largest ship in the Terran fleet - the Terran destroyer.

First, the bad news: it costs at least 1100 credits to buy at the Terran home system, Glory, and that number increases if you trade in a Terran corvette or scout for it. Moreover, the Terran destroyer only becomes available for purchase after 4595 AD in-game, and its advanced variant (which carries a backwards-facing turret) doesn't go on sale for another two and a half years after that. Finally, like all ships of their size, Terran destroyers are quite sluggish, even if they are fitted with Reactionless Thrusters, the most advanced thruster type in the whole game.

On the other hand, there's still plenty to like about the Terran destroyer. It is among the most heavily armored ships in the game, and is easier to acquire than its rivals, some of which are only obtainable in normal gameplay if a specific quest is present. In addition, like its smaller cousin, the Terran frigate, it has six equipment slots, and its weapons coverage is as well-balanced as that of any other Terran ship. And if you hire the Moon Marauder's captain as a mercenary, you can even have two of them in your fleet at once if you then choose to trade in his Terran scout for it.

So what weapon configuration works best with this behemoth? The answer is simple: three Multi-Missile Launchers for long-range combat and a Proton Blaster for dealing with small stuff - usually fighters and ship-launched missiles. Multi-Missiles, unlike the Nova Cannon, do not automatically target fighters, partially saving you from the inconvenience of manually selecting a target, although they are less effective at short ranges due to the fact that the missile fragments need a short amount of time to arm after separation. Of course, if a Multi-Missile hits a target directly before the fragments have separated, it will cause more damage - but it's still a less effective weapon for ambushing a target in its blind spot at point-blank range than a Nova Cannon. Even so, the Multi-Missile outranges the Nova Cannon and has homing capabilities, making it more accurate from a distance.

Given that Terran destroyers come with six equipment slots as standard, it should come as no surprise that it has plenty of scope for upgrading. The first thing you want to install is an advanced targeting computer such as the Eidetic Matrix Bubble. To complement the destroyer's heavy armor, strong shielding (at least a Proton Matrix Shield) is also recommended. Moreover, a repair system (usually a Hyperfoam Injector, although a Multibot Repair Drone can be substituted if you manage to find one) will make its already stout hull even harder to destroy. Cloaking devices and electronic countermeasures systems are not really required due to the destroyer's sheer bulk, although they are nice to have. Even with all of the above items installed, the Destroyer will still have room for one navigational aid (a Hyperwave Filter Array, Continuum Renderer Array, Nebular Extent Calculator or Anti-Graviton Shunt), all of which make route planning easier, especially on maps set to have a strong alien presence.


A fully upgraded Terran destroyer fitted with three Multi-Missile launchers, a Proton Blaster and the most advanced equipment known to denizens of Sector Prime is one of the most fearsome capital ships imaginable - few ships are more effective in combat.

In short, while a Terran Destroyer will never match the agility and sub-light speed of smaller ships, it makes up for it with more space for cargo, armor, weapons and equipment - it is well worth the price and the long wait before it becomes available for purchase.


Tuesday, May 14, 2019

The King of Infinite Space: The Most Overpowered Ship in Sector Prime

The King of Infinite Space: The Most Overpowered Ship in Sector Prime

Having played Sea of Stars for almost four years now, I have developed a deep understanding of how well the various weapons work with different ship types. But I have only recently discovered the best ship and weapon combination in the entire game. And so, without further ado, here it is:


Behold! The most formidable ship in Sector Prime!

Yes, I'm giving the award of most potentially overpowered ship in the game to a Terran corvette - which is exactly what you start the game with. But you may be wondering why I chose the starting ship for my top prize. The reason is simple: it's the most balanced ship, and hence - whisper it - the most effective one of its kind for most combat situations with the right equipment. Others are faster, have better peripheral or binocular vision (but rarely both), or are more maneuverable, but this ship strikes the best balance between all of these attributes. Moreover, given that a smaller ship is always faster and nimbler than a larger one, assuming they both have the same thruster type, the Terran corvette, when upgraded, runs rings around bigger, bulkier ships. And like all Terran capital ships (scout excepted), you can even convert it to an Advanced configuration by buying a rear-facing turret for 200 credits - although you still need to purchase a weapon for it separately.

Those attributes make it the best ship to fit a Nova Cannon to; the turrets' balanced coverage make targeting easier. And when you combine the Nova Cannon with an advanced targeting computer such as a Sardion Optimizer (or Maximizer, as shown above), the Cannon becomes even more overpowered, since its default rate of fire is very slow. Add a Plasma Coil Cloaker and a strong shield (at least a Proton Matrix or Meson Lattice Shield), plus a high-end beam or projectile weapon (usually a Proton Blaster, although the Tachyon Ray Gun will be more useful if you can find one) for backup, and you've got a recipe for the ultimate stealth sniper loadout in Sea of Stars. Repair and jamming devices (such as the Multibot Repair Drone and Signature Projector, respectively) are not mandatory for this setup (as they are for some others, although they are both very nice to have.

Thus ends my analysis of how a humble Terran corvette has more potential to be an effective fighting machine than nearly every other ship in the game. In the meantime, stay tuned for more posts discussing ship loadouts!

Sunday, May 12, 2019

The War for Infinite Space: A Brief Chronology

The War for Infinite Space: A Brief Chronology

Weird Worlds, the predecessor to Sea of Stars, spawned a tabletop game adaptation called Eat Electric Death!. It is played on a 19x13 hex board and features seven playable factions: Terrans, Garthans, Klakar, Zorg, Urluquai, Tan Ru and Yellow Kawangi. However, three factions from the source material (Muktians, Tchorak and Ravians) were omitted from the tabletop game; exactly why they were all left out is unclear. According to the manual, the game's premise is that the Terrans have a grudge against the Garthans for destroying one of their Survey Ships stationed near the black hole Monstro (without provocation, as it turned out), and when they encounter the alleged perpetrators, all attempts at a peaceful resolution fail, prompting a declaration of war from both sides. The following is a canonical description of events during the war, based on the scenarios for the game.

Canonically, the initial skirmish between a Garthan talon patrol and a Terran fighter group (with each fleet consisting of 3 fighters) ends in a Terran victory. Shortly afterwards, a Terran scout (the Moon Marauder) is sent to gather information on Garthan fleet movements; its crew successfully complete this mission after destroying the talon patrol sent to intercept them. With the information they've gathered, the Terrans deploy a fleet to Achernar, a system known for its strategic importance. It is here that the first major battle between Terrans and Garthans took place.

Both sides had deployed 2 corvettes and 3 fighters, which would have made this encounter a fair fight on paper. However, the superior firepower and shielding of the Terran ships eventually took their toll on the Garthans and ultimately overcame their single-minded battle strategy, ensuring that Achernar would finally be under Terran control after a long struggle. As the Terrans advanced further into Garthan territory, their reptilian foes deployed reinforcements in a bid to prevent the invasion. Fortunately for the Terrans, the bird-like Klakar realized their plight and lent their assistance in the form of a frigate dispatched from Kreee'ark. When a Terran frigate and a Klakar frigate teamed up to destroy a fleet of three Garthan corvettes, it served as genuine proof that the Terrans were willing to aid other friendly spacefaring races throughout Sector Prime.

Hellbent on revenge, the Garthans then deployed a Light Carrier (which can carry three fighters) for the first time in the conflict. Escorted by two Garthan corvettes, it was sent into battle against a Terran fleet consisting of a frigate, two corvettes and three fighters. Despite the ferocity of the Garthan counterattack, the Terrans broke through the defensive line and routed the Garthans, thereby opening up a route to Gartha, the Garthan homeworld. But this campaign would not be the only major conflict during what would be known as the War for Infinite Space.

Elsewhere in the sector, the Urluquai launched an invasion of their own, against the spiritually advanced race of bipedal humanoids known as the Zorg. Faced with such a fearsome adversary, they called upon an elite squad of starship crews known as Star Guardians, whose mental abilities were unmatched by any other native sentient species in the galaxy. Some of them flew small, agile fighters, while others were given control of larger, heavier capital ships. All of them, however, would face a very stern test during the campaign against the Urluquai.

The Urluquai invasion began when the crew of an Urluquai corvette commenced an attack on a Zorg outpost defended by three Zorg fighters. Although the fighters managed to destroy the Urluquai corvette, the Urluquai were tipped off about the presence of Zorg forces, and launched a second wave of attack by deploying one of their carriers, complete with a squadron of six Urluquai fighters. Naturally, the Zorg did not want to fall victim to the Urluquai reign of terror, and dispatched a frigate, 2 corvettes, and 4 fighters to destroy the carrier. After a brutal battle, the Zorg triumphed and began a counter-offensive against the Urluquai.

As the Zorg pushed deeper and deeper into Urluquai territory, their jellyfish-like foes resorted to increasingly devious tactics in a desperate bid to save Urlu, the Urluquai homeworld from a full-scale Zorg invasion. They tried to ambush a Zorg frigate with an Urluquai corvette and two cloaked Deep Hunters, but the six Zorg fighters sent to defend the frigate managed to fend off the attack. The Urluquai then attempted to encircle another Zorg fleet (consisting of a frigate and three corvettes) with a formation which would soon be known as the "Circle of Death", but the Zorg managed to escape from the trap and destroy the Urluquai blockade, which comprised a Deep Hunter, three corvettes and three fighters.

Despite heavy losses, the Urluquai refused to admit defeat, and set their sights on the Orzant system. They planned to annex it with the aim of terrorizing (and eventually devouring) the native lifeforms that called Orzant home. Unfortunately, the Zorg knew of this plan and sent a large fleet (2 frigates, 3 corvettes and 6 fighters) to capture the system for themselves. Knowing that success would put them even closer to victory, the Zorg gave everything they got and annihilated the Urluquai fleet. The Urluquai lost a carrier, a Deep Hunter, and 3 corvettes during this battle, but the campaign was not quite over.

Just to complicate matters further, the Tan Ru detected signs of life beyond their home world of Quarnix and initiated an invasion of their own. Their plan was to assimilate - or annihilate - all biological life in Sector Prime. With the fate of the entire sector now hanging in the balance, the Terrans, Klakar and Zorg established the Free World Alliance with the hope of defeating the Tan Ru once and for all.

The first battle between Terrans and Tan Ru machine ships took place in the Incarnadine system, where 2 Tan Ru Demolishers and 6 Tan Ru Drones ambushed a fleet of 3 Terran corvettes and 6 Terran fighters. The battle ended in a Terran victory, but this was merely the start of a long, drawn-out conflict that would push the Terrans and Zorg to their limits. 

When the Tan Ru launched a second wave of attack against the Alliance, it was clear that they meant business. They sent four Demolishers up against a mixed fleet consisting of a Klakar frigate, 2 Terran corvettes and 3 Terran fighters in the hopes of gaining more territory. However, the battle was another major defeat for the Tan Ru; all four of their Demolishers were destroyed and the Terran campaign continued apace.

The discovery of a Tan Ru Decimator, armed with a long-range Particle Vortex Cannon, prompted the Terrans to take measures against it. At T'han G'har, six Terran fighters lay in wait for the Decimator and ambushed it. Through the combined efforts of the six Terran pilots, the Decimator was destroyed - but the campaign was far from over.

Now on the defensive, the Tan Ru launched a mission to regain lost ground, beginning with an assault on the forested planet, Thamber. However, the Alliance saw this incursion coming, and deployed a Klakar frigate, a Terran frigate, and 2 Zorg corvettes to meet the Tan Ru fleet, which consisted of a Decimator, 2 Demolishers and 6 drones. The Battle of Thamber proved to be another decisive victory for the Alliance; none of the Tan Ru ships sent to attack Thamber survived.

Eventually, the Alliance reached the Starship Graveyard on Quarnix, the Tan Ru home world. In a desperate attempt to push back the Alliance, the Tan Ru scrambled 2 Decimators, 4 Demolishers and 6 drones to meet the Alliance fleet, which comprised a Klakar frigate, 3 Terran corvettes, a Terran scout, a Zorg frigate, and 2 Zorg corvettes. However, the Alliance ships were able to fend off the Tan Ru counterattack and ultimately neutralized the Tan Ru menace for good; their crews had figured out a way to counter the Decimators' Particle Vortex Cannons, and also exploited the limited range of the other Tan Ru weapons.

With the Tan Ru no longer a threat to any of the other factions in Sector Prime, the Free World Alliance and the newly formed Dark Consortium - consisting of Garthan and Urluquai forces - were once again free to fight each other for the destiny of the sector. However, the intensity of the previous battles in the campaign had begun to take their toll on both sides. Nevertheless, the Alliance forged on as planned, as did the Dark Consortium, and their forces met one last time for the climactic Battle for Sector Prime.

The Alliance had deployed a Klakar frigate, 2 Terran frigates, 4 Terran fighters, a Terran scout (the Moon Marauder), a Zorg frigate, 2 Zorg corvettes, and 4 Zorg fighters. Not to be outdone, the Dark Consortium mustered the biggest fleet of ships in their arsenal - a Garthan Light Carrier, 2 Garthan corvettes, an Urluquai Carrier, 2 Urluquai corvettes, and 2 Deep Hunters. Knowing that the entire sector was at stake, crews from both fleets gave everything they had, but eventually the Alliance's technological and tactical superiority overwhelmed the Dark Consortium. Subsequently, the two sides agreed to a truce, thus ending the War for Infinite Space.

However, there would be one last battle to decide the fate of Sector Prime. A Yellow Kawangi Dreadnought penetrated the edge of the sector, and opened fire on a remote star system, destroying it and leaving nothing behind. Both the Dark Consortium and the Free World Alliance attempted to destroy the Dreadnought with their flotillas - but which one, if any, would succeed? That is up to the players involved in this scenario to decide.

This, the final scenario of the campaign, is unusual in that whoever plays against the Dreadnought has a choice of two fleets: a Dark Consortium fleet (a Garthan Light Carrier, a Garthan corvette, an Urluquai corvette and a Deep Hunter) or a Free World Alliance fleet (a Klakar frigate, a Terran frigate, a Terran scout and a Zorg corvette). However, the canonicity of either version of this scenario, or any of the special scenarios described in the next section of the board game manual, has never been confirmed.

As for the latter, they all have unique rules which are not found in the main campaign. "Ace in the Hole" pits a Free World Alliance fleet (a Klakar frigate, a Terran frigate, 4 Terran frigates and a Terran scout) against a Garthan fleet (2 corvettes and 1 Light Carrier) on a board where one wormhole marker each is placed on hex tiles A and B, both of which are four tiles from the center of the board. Whoever destroys the opposing fleet while having at least one friendly ship intact wins; the scenario will end in a draw if both fleets are completely destroyed at the same time.

In "Freak Wormhole", the player controlling the Urluquai fleet (which consists of three Urluquai corvettes) must get one Urluquai ship to the wormhole on the D hex tile (which is centered six hexes from the Alliance side of the board) in order to win. The player controlling the Alliance fleet (1 Terran frigate and 2 Terran corvettes) wins if all three Urluquai ships are destroyed. Unlike most scenarios which use the standard setup rules, no asteroid markers are present on the board during this scenario.

"Battlestation Alpha: Alien Assault" is the only scenario to feature a space station as part of a player's fleet. In it, the Terran player starts with a space station, which cannot move but contains 6 Terran fighters. The station is placed on the D hex tile, centered 6 tiles from the outer edge of the Alliance side (marked in green) on the map. The Tan Ru start with 3 drones and 4 Demolishers, and will win if the station is destroyed; the Terrans win if they destroy the entire Tan Ru flotilla, including the three drones.

"Smuggler's Run" involves a Terran flotilla (3 corvettes and 6 fighters) attempting to escort a Terran scout (the Moon Marauder) from one end of the board to the other. The player controlling the Garthan flotilla (4 corvettes) must destroy the scout in order to win. The Terrans win if the entire Garthan fleet is destroyed or the scout reaches the opposite edge of the board from where the Terran fleet is initially placed, as per the default rules.

One of the most unusual scenarios in the game is "Ambassador Pranja Must Die!", in which the flagship of a Terran fleet (1 frigate and 2 corvettes, with each ship carrying either Ambassador Pranja or a decoy) must get to the other side of the board (specifically, the ship containing the ambassador, not his decoys) before the Urluquai fleet (2 corvettes and a Deep Hunter) shoots it down first. The ambassador and decoy counters are placed face-down, one for each Terran ship. The player controlling the Terran fleet must turn over the corresponding counter whenever a Terran ship is destroyed, and if it is Ambassador Pranja, the Urluquai will win. On the other hand, the Terrans can also win if they destroy all three Urluquai ships.

"The Swarm" is the final scenario in the game, in which the Free World Alliance dispatches 6 Terran fighters and 6 Zorg fighters to destroy a Tan Ru fleet consisting of 4 Demolishers and 3 drones. The Tan Ru must destroy all 12 Alliance fighters and have at least one Demolisher intact to win. The Alliance wins if they destroy every Tan Ru Demolisher on the map, regardless of how many drones the Tan Ru has left.

It is worth noting that all of the scenarios included in EED can be replicated in Sea of Stars, except for the fact that the game does not support asteroids (which act as obstacles, thereby affecting the balance of the game), wormholes during combat (which would also have disrupted the game's balance) or any mention of an ambassador from a non-player faction (which was present in earlier Infinite Space games). Moreover, Starship Graveyard, Battle for Sector Prime, and The Swarm are the only scenarios to allow either or both sides to be controlled by two different players. In addition, the omission of the Plasma Torch after Weird Worlds has led to the Tan Ru Decimator being armed with Laser Beams instead as its secondary weapons, and the Klakar Frigate in Sea of Stars is armed with a Proton Blaster in a dorsal turret; every other ship featured in EED remains unchanged. Finally, the Fission Missile can target fighters and other small craft in Sea of Stars, although the target must be manually selected in order for this to occur.

This concludes my summary of the scenarios described in Eat Electric Death!, the official board game of the Infinite Space trilogy. In the next post, I will explain how the game works, for those who haven't learned how to play it yet.