ENDLESS™ Space 2

ENDLESS™ Space 2

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SonOfMyst Jan 28, 2019 @ 3:01pm
Understanding Behemoth Tech
I unlocked the base Behemoth Blueprints, which allows me the option to build stock Military/Scientific/Economic Behemoths. While I can edit all three stock blueprints, but what it wont allow me to do is create a new ship blueprint that is identical to the nine slot Military Behemoth the base tech unlocked. Now, there is a tech that unlocks the nine slot behemoth, but what is the point of researching that if i can just edit that stock blueprint?
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Showing 1-13 of 13 comments
Mirror Jan 28, 2019 @ 3:08pm 
not sure i understand the question. what is the name of the research and the modules/tech it unlocks? as far as i know there is no research that unlocks behemoth tech after you unlock behemoth tech. Most behemoth techs either give extra hp, multiplier on modules, or something that increases its benefits be it military or economic.

take a screenshot and post it and i should be able to help.
Last edited by Mirror; Jan 28, 2019 @ 3:09pm
SonOfMyst Jan 28, 2019 @ 3:19pm 
Originally posted by Cinder:
not sure i understand the question? what is the name of the research and the modules/tech it unlocks? as far as i know there is no research that unlocks behemoth tech after you unlock behemoth tech. Most behemoth techs either give extra hp, multiplier on modules, or something that increases its benefits be it military or economic.

-Reasearched Behemoth Blueprints
-Unlocked stock Military(9 slots) Economic(7 slots) Scientific(7 slots) Behemoths for production
-All stock(7 and 9 slot) blueprints can be edited
-Only 7 slot behemoths can be created
-There is a tech that allows me to (assumingly) create the 9 slot, which I don't have unlocked.

1.) What's the point of researching the 9 slot tech if I can just edit the existing stock 9 slot blueprint?
2.) How do I have the 9 slot unlocked without the tech?

As an aside, I noticed that I can delete the stock 7 slot Scientific and Economic blueprints out of the ship registry, but cannot delete the stock 9 slot Military blueprint. I'm thinking there may be some correlation between that and me not having the Military Behemoth tech researched.
Mirror Jan 28, 2019 @ 3:36pm 
Originally posted by Indigo Wolfe:
Originally posted by Cinder:
not sure i understand the question? what is the name of the research and the modules/tech it unlocks? as far as i know there is no research that unlocks behemoth tech after you unlock behemoth tech. Most behemoth techs either give extra hp, multiplier on modules, or something that increases its benefits be it military or economic.

-Reasearched Behemoth Blueprints
-Unlocked stock Military(9 slots) Economic(7 slots) Scientific(7 slots) Behemoths for production
-All stock(7 and 9 slot) blueprints can be edited
-Only 7 slot behemoths can be created
-There is a tech that allows me to (assumingly) create the 9 slot, which I don't have unlocked.

1.) What's the point of researching the 9 slot tech if I can just edit the existing stock 9 slot blueprint?
2.) How do I have the 9 slot unlocked without the tech?

As an aside, I noticed that I can delete the stock 7 slot Scientific and Economic blueprints out of the ship registry, but cannot delete the stock 9 slot Military blueprint. I'm thinking there may be some correlation between that and me not having the Military Behemoth tech researched.
well the reason to research behemoth tech would be to unlock the blueprint and building of behemoth. It is the only way you get behemoths to begin with unless you went with unlocking them through a quest. No idea how you have the ability to build them without the research though, once you complete the research or quest the Tech becomes researched and you never have to worry about it. I think you should take a screen shot because you might be looking at something incorrectly.

but to answer your question if you can already make them, there is no need or reason to research that tech. all that tech does is unlock them...nothing more.
Last edited by Mirror; Jan 28, 2019 @ 3:37pm
SonOfMyst Jan 28, 2019 @ 3:47pm 
Originally posted by Cinder:
Originally posted by Indigo Wolfe:

-Reasearched Behemoth Blueprints
-Unlocked stock Military(9 slots) Economic(7 slots) Scientific(7 slots) Behemoths for production
-All stock(7 and 9 slot) blueprints can be edited
-Only 7 slot behemoths can be created
-There is a tech that allows me to (assumingly) create the 9 slot, which I don't have unlocked.

1.) What's the point of researching the 9 slot tech if I can just edit the existing stock 9 slot blueprint?
2.) How do I have the 9 slot unlocked without the tech?

As an aside, I noticed that I can delete the stock 7 slot Scientific and Economic blueprints out of the ship registry, but cannot delete the stock 9 slot Military blueprint. I'm thinking there may be some correlation between that and me not having the Military Behemoth tech researched.
well the reason to research behemoth tech would be to unlock the blueprint and building of behemoth. It is the only way you get behemoths to begin with unless you went with unlocking them through a quest. No idea how you have the ability to build them without the research though, once you complete the research or quest the Tech becomes researched and you never have to worry about it. I think you should take a screen shot because you might be looking at something incorrectly.

but to answer your question if you can already make them, there is no need or reason to research that tech. all that tech does is unlock them...nothing more.


Researched base Behemoth tech(7 slots)
https://steamcommunity.com/sharedfiles/filedetails/?id=1638528218

Non-researched Military Behemoth Tech(9 slot)
https://steamcommunity.com/sharedfiles/filedetails/?id=1638528316

7-slot Behemoth in the Military Screen(can be edited)
https://steamcommunity.com/sharedfiles/filedetails/?id=1638528262

9-slot Behemoth in the Military Screen(can be edited)
https://steamcommunity.com/sharedfiles/filedetails/?id=1638528242

Ship Creation Screen with only the 7-slot Behemoth available for creation
https://steamcommunity.com/sharedfiles/filedetails/?id=1638528295
Mirror Jan 28, 2019 @ 4:07pm 
yea that tech gives the behemoth +14,000 health and unlocks a super weapon slot on military behemoths plus more slots. that tech is a complete upgrade to the base behemoth unlock.

yea screenshots made sense of what you were saying. that tech can be considered military upgrade 1. 2 more right above it afterwards to equal 3 upgrades for the military behemoth.
Last edited by Mirror; Jan 28, 2019 @ 4:08pm
SonOfMyst Jan 28, 2019 @ 4:13pm 
Originally posted by Cinder:
yea that tech gives the behemoth +14,000 health and unlocks a super weapon slot on military behemoths plus more slots. that tech is a complete upgrade to the base behemoth unlock.

yea screenshots made sense of what you were saying. that tech can be considered military upgrade 1. 2 more right above it afterwards to equal 3 upgrades for the military behemoth.

Why can't I create a Military Behemoth Blueprint though? Ths single thing threw me off so badly that I barely used the behemoths after the Hissho launched.
Mirror Jan 28, 2019 @ 4:17pm 
Originally posted by Indigo Wolfe:
Originally posted by Cinder:
yea that tech gives the behemoth +14,000 health and unlocks a super weapon slot on military behemoths plus more slots. that tech is a complete upgrade to the base behemoth unlock.

yea screenshots made sense of what you were saying. that tech can be considered military upgrade 1. 2 more right above it afterwards to equal 3 upgrades for the military behemoth.

Why can't I create a Military Behemoth Blueprint though? Ths single thing threw me off so badly that I barely used the behemoths after the Hissho launched.
by default the military blueprint cant be deleted nor created. so all you can do is modify the one that is given to you. i know it seems weird but thats just the way it is. if you have more questions let me know
Scourge012 Jan 28, 2019 @ 5:53pm 
It's because of the way the devs designed the "version" of the Behemoths. The econ one is tricked out for FID, the Science for Science...and the military has a gratuitous number of wepon and defense slots for battle supremacy. You can build one Military one and edit it to your hearts content through retrofitting.

You cannot get a better behemoth before you unlock the poorly described "Specializations" for the military version--Juggernaught and Obliterator. The other techs just unlock more "generic" slots or health options for the "civilian" variants.
Mirror Jan 28, 2019 @ 5:57pm 
i disabled these with a mod and now with the game option. never liked the jugg, obliterator, or planet cracker but to each their own, i know some people like blowing up planets. I consider a waste of a good system if i blow it up. I can either take the system for myself or trade with the occupants, better option than blowing it up.
Last edited by Mirror; Jan 28, 2019 @ 5:59pm
Spacesuit Spiff Jan 28, 2019 @ 6:39pm 
Honestly, this isn't something you should worry about. The blueprint implementation system isn't perfect (ive suggested better ones but tbf they would be much harder to learn), just use the 3 default ones and modify/retrofit as needed.
Scourge012 Jan 29, 2019 @ 5:27am 
Originally posted by Cinder:
i disabled these with a mod and now with the game option. never liked the jugg, obliterator, or planet cracker but to each their own, i know some people like blowing up planets. I consider a waste of a good system if i blow it up. I can either take the system for myself or trade with the occupants, better option than blowing it up.

I would recommend enabling the Juggernaught at least. It's special ability only destroys ships, IIRC. I've never really considered the planet crackers/obliterators an issue. You can defend youself against them with the shielded citadel tech, which is available earlier and the path to it will get you some needed bonuses in the tree.

I commend your attitude regarding not blowing up planets. Very civilized. Unfortunately, I am not as civilized as you...and the Endless Universe must always live in fear that my Unfallen will teach this galaxy of our peaceful ways...by force. ;-)
Last edited by Scourge012; Jan 29, 2019 @ 5:27am
SonOfMyst Jan 29, 2019 @ 10:39am 
Originally posted by Scourge012:
Originally posted by Cinder:
i disabled these with a mod and now with the game option. never liked the jugg, obliterator, or planet cracker but to each their own, i know some people like blowing up planets. I consider a waste of a good system if i blow it up. I can either take the system for myself or trade with the occupants, better option than blowing it up.

I would recommend enabling the Juggernaught at least. It's special ability only destroys ships, IIRC. I've never really considered the planet crackers/obliterators an issue. You can defend youself against them with the shielded citadel tech, which is available earlier and the path to it will get you some needed bonuses in the tree.

I commend your attitude regarding not blowing up planets. Very civilized. Unfortunately, I am not as civilized as you...and the Endless Universe must always live in fear that my Unfallen will teach this galaxy of our peaceful ways...by force. ;-)

I'm in agreeance with the other guy. Been disabling superweapons since CC:RA2
VileLust Mar 17, 2024 @ 10:50am 
I found it very confusing as well.
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Date Posted: Jan 28, 2019 @ 3:01pm
Posts: 13