Astro Galaxy - a realistic space exploration game

Info Terminal => Knowledge base, Information board => Topic started by: SirEmi on April 05, 2014, 12:41:14 PM



Title: Reverse engineering
Post by: SirEmi on April 05, 2014, 12:41:14 PM

First the module(s) to be reverse engineered needs to be in the ship's cargo bay.
Then just go to Ship -> Manufacture -> Mark Upgrade and when selecting a module that can be reverse engineered, you will be presented with the options.

Please note that only artefacts, illegal modules, pledge modules, ancient modules etc. can be reverse engineered.
To be able to upgrade, you need two modules and the required tech level.

Have fun  :)


Title: Re: Reverse engineering
Post by: raphael on April 05, 2014, 07:06:16 PM
I have a question about two reverse engineered Safety overrides, let's say 2 Mk LIII. It will give -140% emJump, right? But will it be useless to have such a mk? Won't the benefit stop at -90%?


Title: Re: Reverse engineering
Post by: SirEmi on April 06, 2014, 09:35:49 AM
I have a question about two reverse engineered Safety overrides, let's say 2 Mk LIII. It will give -140% emJump, right? But will it be useless to have such a mk? Won't the benefit stop at -90%?

The highest mark module is used to determine the emergency jump threshold. Even if the module says -140%, the EMJ will cap at -90%, that's correct.


Title: Re: Reverse engineering
Post by: raphael on April 06, 2014, 10:16:04 PM
I see. Similar to the WHD, you can research more but it wont do any good beyond 100%. LOL

Thanks for clarifying. :)