Star Wolves 3: Civil War

Star Wolves 3: Civil War

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Star Wolves 3: Quick Start Guide
Von DracoGriffin
Beginner's Guide through "Prologue", helping new players to reach "Free Roam" and begin the true game.

Also includes information on Hidden Stashes and weapon/system generations so players are aware of when to upgrade and what they can sell off.
   
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Difficulty - Minor Adjustment
Although the game does state there are three difficulties: "Easy", "Normal", and "Hard". However, the game reduces experience gain whilst "not on mission"; that is, you are not actively performing a scripted mission event. During these times of "free roam", experience gain is immensely reduced.

I highly suggest new players to make the following changes to allow for a more "comfortable" gaming experience; more experienced players can choose to play without for the challenge.

Head to your Steam directory and find Star Wolves 3 folder.
(default: C:\Program Files\Steam\SteamApps\common\)
Find "LevelUp.script" inside Data\Scripts\include.
(default: C:\Program Files\Steam\SteamApps\common\Star Wolves 3 Civil War\Data\Scripts\include)
Open "LevelUp.script" with Notepad or other suitable text editor.

Look for:
if (GetPlayerQuestState() ~= TRUE) then primaryCoeff = primaryCoeff * 0.1; end;
(which states if Player not on active quest, experience gain is 10% instead of 100%!)

Change to:
--if (GetPlayerQuestState() ~= TRUE) then -- primaryCoeff = primaryCoeff * 0.1; --end;
(-- denotes a comment line, effectively nullifying this line of code)

Restart the game (just in case you're reading this in the Steam Overlay) and now whenever you're attacked by pirates or asked for a toll, you'll gain full experience instead of pittance.
Hero - Specialization
Pilot Specialization
This Hero specialization focuses on his ace piloting skills; allowing him to outmaneuver enemies and leave them struggling to keep up.

However, this isn't very useful for teammates; often leaving them to be shredded by enemy missiles and weapons fire.






Gunner Specialization
This Hero specialization focuses on mastery of hard point weapons; to the point he can pinpoint bullets or laser fire right into the enemy pilots.

This is a great catch-all specialization, moreso for new players as it is quite forgiving. Focus on Accuracy & Critical passives to maximize your Hero's damage.





Missile Specialization
This Hero specialization focuses on mastery over all missile types: unguided and guided. The Hero will be capable of calculating with impeccable precision of unguided missiles to ensure they hit weak spots, whilst he'll manually control guided missiles to overcome any interception systems the enemy may have and smash right into the engine!

Although a good choice for specialization, due to the game's nature of providing currency through killing enemies (and with this specialization, it takes missiles to kill enemies) and loot, it becomes a poor performer. Best utilized with experienced players on harder difficulties as they'll know when best to use which missile type and save the expensive ones for the harder enemies.


Systems Specialization
This Hero specialization focuses on mastering the systems utilized in spacecraft. Any junk engine to you is a treasure to this Hero; same as any other piece of hardware. Great Mothership (MS) Hero as he'll turn that lumbering brute into a speed demon.

A decent secondary choice for newbies as it provides a skill that hacks an enemy ship, reducing shields to zero and engine output to nothing.
Prologue - Longer Than You Think
Prepare For A Harsh Mistress
Make sure you've done the Tutorial prior to starting the game as it does help explain a few things the Prologue will not and does not (the game will treat you as if you are experienced with the game series) hand hold.

Short and sweet of the beginning is basically until you modify a certain ship through spoils of piracy with new information with the help of a spunky do-good pirate; you are not done with the Prologue.

However, the game does not state that you are free to travel or continue story at this point. I'd guess most new players would assume to continue due to the nature of the previous "missions".

Also, the game will not go easy on you in the beginning; you will lose or make a wrong move, so be prepared to Quick Save and Quick Load a lot until you reach "Free Roam" point.


Hard Tug Life
Welcome to Corrino, a tiny crap system in a MASSIVE system of stars; host to various factions, whom you may impress or piss off later on. You'll be starting in a Tug; no weapons, crap speed and maneuverability. It's just terrible and don't worry, the game prevents you from adding systems to it for a reason.

I made sure to grab Basic Piloting and Quick Learner to make sure my ship can actually function in space and pick up experience faster.

Head along to the Aurora system to continue the storyline. Tip: Hit P, [, or ] to control gamespeed. Best to click on the Aurora portal and tap ] a few times to advance to 8x gamespeed. Nothing to see here, folks!



Oh wait, after an uncomfortable examination, we get an offer for some money. Why not? We need cash fast!



Looks like we need to head south to a Triada wreck. Nothing could go wrong so early in the game, right?

Well, that was fast. Now we're becoming an errand boy. No worries, stick around and pick up all the loot to sell for later.

Maybe there's still stuff at the Triada wreck to sell; so let's make quick, savvy?

Uh oh, more trouble. I took the pirates offer since I'm not a big fan of authority (plus, those MSF guys are quick to torpedo you if you fly in the wrong direction, so will the pirates, but they have more reason to than supposed soldiers).

You'll be escorted to a station, either choice by two ships to protect from potential pirates (or rather, other pirates or soldiers, depending on choice).

After turning in your escape pods, you can choose to help again. So let's find out what these documents are really about!

Looks like our escorts got called to something else; interesting choice now, do we sell to MSF or Triada?

Not a fan of armies, so to Triada it is! After bluffing some local guards, time to head to Taihon station. After the fast cash, time to make towards Aurora once again.

Looks like we're being hustled once again! Jeez, this guy has bad luck. Well, without paying, the MSF serviceman finds himself at the mercy of NESF's missiles. Did I mention I like soldiers? Especially when they're helpful. Anyway, onto Aurora!

Now to meet our friend, Alex at Placid Docks Station. The fun is just beginning.

So we're to head to Prometheus Station in Gredos system. Let's head out!

Sigh, again with all the searches. Well, it ends up costing us a big payout (unavoidable, so don't worry) but we'll help this assistant with her package. There's a joke there, but let's move on gentlemen. Head on over to Typhoon station for next stage.

Alright, free delivery and offered another job; it pays to be kind (again, you'll end up heading to Ray either way). Onto Falcon station!

Heavy Transport Up In 'Ere
Awww, yeah! First real ship, and it's (temporarily) all ours! Head on over to the Copernicus Scientific Station.

What's this? Another lucrative offer to nothing? Doesn't sound suspicious at all! Why not, it's not our space ship!

Hmm, now we're offered some assistance by mercenaries? Oh boy, the writing is on the wall. Do not waste currency on buying mercenaries in the future, you are losing your money.

If you accept Donnelly's offer but deny mercenaries, you'll end up fighting a ton of pirates and die.
If you accept Donnelly's offer and mercenaries, but don't tell them why, they'll follow you cloaked and assist with pirates.
If you accept Donnelly's offer and mercenaries, but tell them why, they'll follow you uncloaked but the pirates won't show their faces.

I went ahead and allowed Donnelly to lure me and didn't tell my hired wingmen, resulting in some fun explosions and loot to pick up. I rehired them to escort me to Copernicus Scientific Station, just in case and they came in handy.

Otherwise, you'd have to deal with at least two groups of pirates at Donnelly's trap, one group demanding toll at northeast IntraSystem Portal and another group when you come through the southwest IntraSystem Portal. Lotta hassle that's too early in the game; the only time I will advocate use of the $1,000 mercenaries. Once you get your own fighters, don't bother with mercenaries, seriously. Now a player could savescum to beat all those groups but it's just not that worth it.

Also, if you ignored Donnelly's offer and rushed past all the pirates without exploding death, the Copernicus Scientific Station would be so grateful and pay you the full amount of $10,000 instead of the delayed amount $8,000. Not really worth the effort.

After rushing back to Falcon Station to avoid any untimely self-destruct mechanism Ray implied, we discover that the MSF are true bastards. Too bad my escorts left before seeing the massacre.

Hanging around will cause MSF and NESF forces to turn hostile; no one's a big fan of vultures.

Well, so much for trading back with Ray; hopefully this ship doesn't blow up on me anytime soon. Better head back to Aurora and tell Alex the whole situation. Maybe he'll know what to do!

Oh great, now we're smugglers to some notoriously powerful pirate clan. This can't possibly go bad. Head on over to Argon portal. Once there, onto Achilles portal.
Prologue - I Wasn't Kidding, We're Not Done Yet
Ternie My Life Around
Time to meet your first "companion", Ternie. Renegade renegade, she's a professional smuggler that can't stand piracy. She'll become useful eventually but right now, she's just annoying us with more errands.

Head on over to Achilles station after the brief holdup that Ternie saves you from. After hearing her ideas, hell... why not give it a shot?

Now to Achilles again... oh what's this? Another random event that just makes things more interesting? Heretic here is willing to make use of the smuggled goods I have, sure, sounds like a great idea. Actually, take this choice as it allows a lucrative hidden stash to be found later on.

Head over to his transport where you get ambushed by pirates. Most of the time, Heretic is supposed to win but doesn't. If the pirates aren't hostile, press CTRL and right-click the pirates to help out ol' Heretic. Once they're hostile, press E and escort Heretic to keep your pathetic tub moving and firing more often, instead of a sitting duck. The Mothership's turrets are mounted locations so enemies can move out of range, making for less effective shooting on your part. For whatever reason, the Mothership when actively attacking a target will most often just sit in one spot and be pelted to death by fighters.

So, tip: always escort your fighters with your Mothership and target enemies with your fighters (especially if you need to focus fire a specific ship down).

The rewards are $5,000 credits or Berserk Lasers. Lasers are great... but you need Berserk technology to use (Ternie has a skill but it takes quite a few points to get) and they don't sell for very much. Grab the money and learn how to solve your pirate problem.

Seems like we're going to pit Cats vs Dogs, except with ships, not animals. Head on down to Wild Cats' base.

After discussing the deal with the pirates, you'll be given an escort to go meet with Ternie.

Now we're a honey trap; hopefully this isn't how it ends. Time to meet the Wild Cats and let them know their part of the trap.

Now with our escort, let's go fishin'! Hit all the Points and be alert for the Wild Dogs pirates.

At the second Point, be ready for a large group of pirates. They won't be hostile at first so go ahead and try to move behind them until reinforcements pop in; turning the Wild Dogs hostile to you. Escort one of the neutral Wild Cats pirates to keep your ship moving and not a big "shoot me first" target.

Grab all the loot and head to the Wild Dogs' station to save Ternie! Oh great, looks like the Wild Cats want the ship and we're gonna be in their way. Luckily, Ternie is smarter than the Hero and planned for something like this.

After setting off the mines on the Wild Cats, now to deal with the remaining Wild Dogs inside the ship with Ternie.

Ternie negotiates a deal with the technicians in lieu of a sweet pirate stash and a REAL Mothership. We lose our Heavy Transport but now we can actually launch real fighters!

Mastiff've Been Hard To Get Here
So we got our "starting" Mothership, now we're free to do as we please... right? Nope, the ship's ID is registered as a pirate and of course, turns almost everyone hostile to us. Gotta get that fixed pronto. Now for the "hardest" part of the beginning: surviving

Go ahead and stop at Achilles and refit your fighters and Mothership with your equipment you've been salvaging. Early on, high Rate of Fire (RoF) is best as your pilots are poor shots. It's also best to get your pilots to Pilot 2nd Grade, so they can fly 3rd generation ships (anything less and you'll be struggling to survive). So focus on Quick/Express Learner for Hero then Pilot 2nd Grade, and Pilot 2nd Grade for Ternie. Once you have and can fly 3rd generation ships, you'll find the game less of a struggle.

Save your game and let's make our way to Argon portal. Take care here as wandering around can result in immediate death from cloaked missile squads. The game is very peculiar about doing what it wants you to do. Hurry to Hephaestus portal, and be wary of the squads that come at you. You can try to pick off a few but you'll find yourself getting swarmed eventually.

Arriving in Hephaestus is easily the most annoying part. The turrets can chew you to bits in seconds so prepare to save a lot through here. NESF squad will come at you, quickly set a waypoint way north of them on your Map ("tab") before they become hostile.

"Inaccessibility Point" should pop up shortly after, go ahead and readjust your movement towards that and hopefully escape the NESF squad.

When the option to Break Through or Lure Squad, definitely go with Break Through. Open your map and click the next waypoint, you shouldn't take any damage. However, be ready to launch your fighters immediately after Ternie says something as some Scavengers will appear and notify their bosses of your movement. If you can manage to kill all three (I never have), you won't get a surprise later on.

Whether they die or escape, go ahead and dock your fighters for this next part. Head to the next waypoint but take care to watch your Mothership, as soon as it starts firing, hit 'S' to stop movement and allow your Mothership to fire on the turrets out of their range. We'll want to take some of these out.

You could go over or under them, but if you mess up, you'll have to start over.

Once you've carved a hole, quick save and try to go through. If you die, make a bigger hole, if not, yay! We're through!

Oh wait, if you didn't kill the Scavengers, get ready for more! Deploy your fighters quickly and move your Mothership towards the fighters, hopefully to shred a few down. Once fighters are deployed, have Mothership escort one and the two fighters attack different targets. Don't bother merging them into one squadron; that'll only harm you this early in the game.

Afterwards, head on to Elio portal but give a wide berth to the turrets, as they will still fire on you and end it all.

Ah ha, meet Matt Hander; save him now and you'll be saved in the future. Continue on into Elio and launch your fighters. Have one escort lead transport ship, second on the middle transport and Mothership escort tail transport. Make sure to save as this fight ahead can go either way; and it's better to save all transports and your own tail too.

Ah, Curtis, the bane of Elio's existence! Time to become saviors.

After taking out Curtis' two squads, continue the escort (you may run into MSF forces, you should be able to take them out following the Mothership Escort Fighter, Fighters Pick Different Targets plan) and should get a job well done by Matt. Double-back to Elio station for a rude welcome until Carl shows up.
Prologue - It Might Be Over [Free Roam]
Mastiff Paint This Universe Blue
Alright, looking sleek now! No more Jolly Roger banner or red paint to go fasta, but we'll make do.

Now to test Carl's handiwork. Let's fly back through Hephaestus and see if MSF will be able to locate us on their database.

Well, looks like Carl did the trick; especially with the paint job. Sometimes, the saying "if it isn't written or photographed, it never happened" is a great way to avoid authorities. Should've listened to your junior pilot, Cap'n! I AM that "special" trader!

Time to check in with Alex, and let him bask in awe of my amazing new ship and (small) fleet.

Looks like he left without us. Well, I suppose we should listen to Ternie's madness regarding this lost treasure stash and bring in some quick money.

We're officially free roaming now. Now's the time to do some light hidden cache/stash hunting and moderate pirate grinding.

Highly recommend working towards one hidden stash and kill pirates along the way. Be on lookout for 1st generation Pirate ships and Novice Pirates; these'll make easy pickings for you to smash for experience and loot for cash. Whatever you can't use, sell it. Once you get your Pilots in 3rd generation ships, you can move up to bigger Pirate squads: Cleaners and Stormcrows and such. Also, always be on lookout for loot to salvage and sell later; sometimes you'll come across Security Forces and Pirates, let them duke it out while you collect the trophies.
Hidden Stashes
Hidden stashes are hard to find asteroids, ship hulls and other objects that when destroyed become like a piñata; lots of goodies pop out! Big credit to Vistar for collecting this information and posting it on various forums. This is merely to centralize the information; I am in no way stating I found any of these below; although I will attempt to verify the claims with screenshots to make it easier for new players.

Vaudille
Verified
Ship Hull



Ship hull in the northeastern asteroid field with a small blinking white beacon inside it.

Asteroid



Blinking asteroid in the northern asteroid field.

Solncevka
Verified



Blinking asteroid in northwest dust field, near asteroid groups.

Fronn
Verified



Blinking asteroid three squares south and one east of Fronn Triada Station.

Charon
Verified



Blinking asteroid in southwestern corner.

Fort Russ
Verified



Destroyed patrol station on east side of map.

XB-19
Not sure if the asteroids alternate alarming Pirate fleet or awarding loot on different playthroughs as reloading did not change Junkyard from consistently spawning Pirate Fleet. Also, there are LOADS of pirates here so waste time at own risk; it took me quite a few reloads to get these screenshots.
Verified
Junkyard - Spawned Pirate Fleet (No Hidden Stash)



Blinking asteroid but may be very hard to see in the clouds.

Destroyed Station - Hidden Stash



Blinking asteroid but may be very hard to see in the clouds.

XT-14
Verified



Destroyed station on east side of map.

X-220
Verified



Blinking asteroid five and half spaces west of X-203 Portal.

Tarrot
Asteroid in the SW quadrant. Lots of pirates. It had some decent stuff. I don't think you can get this unless you go the Ino co route which is bugged for me.

Precursor system
If you go east of the 1st waypoint that has all the artifacts, you'll find a Starhammer memorial in side a giant sphere. I also got ambushed by 8 aliens. The precursor ship can sell for almost $120,000. Side note: I don't always get the ship or gun, it's pretty random, but aliens will keep spawning in waves until you actually destroy the Starhammer.

Hephaestus
Verified by Xanathoss
[Need Screenshots]
After complete mission in Pegasus system, and durning return from this sytem, you can get info on any station office about some mercenaries going to Hephaestus system. Then you fly to this system and reach to upper ring of turrets, near south-east part inside this ring, on top, there are two ship hull of berserk chimera ship, close each other, blowing this two wrecks give you loot.

Mission: Pirate Stash
This is missable if you don't accept Heretic's offer right after meeting Ternie for the first time. Take his offer and make sure he survives. He should let you work with the other pirate gang to get the mothership. Once you get it you should have a couple of techs plead for their lives and give you the stash location. Follow the story a bit longer and Ternie will ask you if you want to go find it, say YES! I'm not going to go into mission details except to say it can be tough for the beginning so I recommend finding some other stashes first, then do the mission.
*spoiler* In the end you must intercept Paymaster and destroy the transports for the stash; it should include a Kali or Tungsten among other top tier equipment, well worth the effort *spoiler*
Weapons - Fighters / Mothership
Fighter Weapons
Heavy Class
Kinetic Cannons
  • M-106 Bardiche - 1st Generation
  • M-110 Poleaxe - 2nd Generation
  • M-113 Halberd - 3rd Generation
  • M-115 Yataghan - 4th Generation - Final Generation
Rapid-Fire Cannons
  • M-200E Vulcan - 1st Generation
  • M-201 Gatling - 2nd Generation
  • M-204 Avenger - 3rd Generation
  • M-205 Vindicator - 4th Generation - Final Generation
Plasma Cannons
  • HCB-2 Melter - 1st Generation
  • XHCB-5 Inferno - 2nd Generation
  • HCB-8 Armageddon - 3rd Generation - Final Generation
Combat Lasers
  • M-79 Scorcher - 1st Generation
  • AML Rapier - 2nd Generation
  • M-82 Daga - 3rd Generation
  • Helios - 4th Generation - Final Generation
Combat Pulse Lasers
  • M-801 Polaris - 1st Generation
  • M-805 Shining - 2nd Generation (in-game states 3rd, but there is only 3 Combat Pulse Lasers)
  • M-809 Rage - 3rd Generation - Final Generation
Particle Accelerators
  • MD-1 Thunderbolt - 1st Generation
  • MD-3 Usiel - 2nd Generation
  • MD-4 Asmodeus - 3rd Generation - Final Generation

Light Class
Large-caliber Machine Gun
  • M-91 Maxim Mk 2 - 1st Generation
  • M-100 Minigun - 2nd Generation
  • M-101 Rockwell - 3rd Generation
  • M-102 Rolf - 4th Generation - Final Generation
Autocannons
  • M-126 Black Jack - 1st Generation
  • M-133 Mace - 2nd Generation
  • M-150 Tetsubo - 3rd Generation
  • M-155 Simoto - 4th Generation - Final Generation
Berserk Lasers
  • Berserk Laser - 1st Generation
  • Berserk Laser Mk 2 - 2nd Generation - Final Generation

Mothership Turrets & Weapons
Turrets
Heavy Kinetic Cannons
  • Bardiche - 1st Generation
  • Poleaxe - 2nd Generation
  • Yataghan - 3rd Generation
  • Espadon - 4th Generation - Final Generation
Rapid-Fire Kinetic Cannons
  • Vulcan - 1st Generation
  • Gatling - 2nd Generation
  • Avenger - 3rd Generation
  • Vindicator - 4th Generation - Final Generation
Plasma Cannons
  • Melter - 1st Generation
  • Inferno - 2nd Generation
  • Armageddon - 3rd Generation - Final Generation
Combat Lasers
  • Scorcher - 1st Generation
  • Rapier - 2nd Generation
  • Daga - 3rd Generation
  • Helios - 4th Generation - Final Generation
Combat Pulse Lasers
  • Polaris - 1st Generation
  • Shining - 2nd Generation (in-game states 3rd, but there is only 3 Combat Pulse Laser Turrets)
  • Rage - 3rd Generation - Final Generation
Particle Accelerators
  • Thunderbolt - 1st Generation
  • Usiel - 2nd Generation
  • Asmodeus - 3rd Generation - Final Generation

Mothership Weapons
Major Caliber Heavy Kinetic Cannons
  • Unicorn - 1st Generation
  • Schwarz Kalema - 1st Generation (may not be in-game, technically modified generation)
  • Centaur - 2nd Generation
  • Pegasus - 3rd Generation - Final Generation
Major Caliber Plasma Cannons
  • Bombard - 1st Generation
  • Mortar - 2nd Generation
  • Basilica - 3rd Generation - Final Generation
Major Caliber Lasers
  • Harquebus - 1st Generation
  • Fusil - 2nd Generation
  • Musket - 3rd Generation - Final Generation
Major Caliber Particle Accelerators
  • Culverin - 1st Generation
  • Jingal - 2nd Generation
  • Falconet - 3rd Generation - Final Generation
Systems - Fighters / Mothership
Fighter Systems
Radars
  • Scout - 1st Generation
  • Ranger - 2nd Generation
  • Sentry - 3rd Generation
  • Agent - 4th Generation - Final Generation
ECMs - Flare Release Systems
  • Mistral - 1st Generation
  • Storm - 2nd Generation
  • Squall - 3rd Generation
  • Cyclone - 4th Generation - Final Generation
AMS - Active Antimissile Systems
  • Boxer - 1st Generation
  • Gladiator - 2nd Generation
  • Berserk - 3rd Generation
  • Cerberus - 4th Generation - Final Generation
Stealth Systems
  • Shade - 1st Generation
  • Shade Mk 2 - 2nd Generation
  • Ghost - 3rd Generation - Final Generation
Team Cloaking Systems
  • Nebula - 1st Generation
  • Black Hole - 2nd Generation - Final Generation
Vessel Repair Systems
  • Gnome - 1st Generation
  • Cobold - 2nd Generation
  • Gremlin - 3rd Generation
  • Nannite - 4th Generation - Final Generation
Emergency Vessel Repair Systems
  • Troll - 1st Generation
  • Werewolf - 2nd Generation
  • Lycanthrope - 3rd Generation
  • Ogre - 4th Generation - Final Generation
Remote Repair Systems
  • Cleric - 1st Generation
  • Redeemer - 2nd Generation
  • Sigil - 3rd Generation
  • Phoenix - 4th Generation - Final Generation
Shield Amplifiers
  • Bastion - 1st Generation
  • Citadel - 2nd Generation
  • Stronghold - 3rd Generation
  • Granite - 4th Generation
  • Shield Prototype - 5th Generation - Final Generation
Engine Boosters
  • Tarpan - 1st Generation
  • Mustang - 2nd Generation
  • Racer - 3rd Generation - Final Generation
Emergency Engine Boosters
  • Afterburner - 1st Generation
  • Superburner - 2nd Generation - Final Generation
Maneuverability Boosters
  • Glissade - 1st Generation
  • Overbank - 2nd Generation - Final Generation
Rate of Fire Boosters
  • Prototype F - 1st Generation
  • Prototype X - 2nd Generation - Final Generation
Emergency Cannon Cooling Systems
  • Snowstorm - 1st Generation
  • Blizzard - 2nd Generation
  • Cold Wave - 3rd Generation - Final Generation
Antilaser Systems
  • Sapphire - 1st Generation
  • Diamond - 2nd Generation
  • Ruby - 3rd Generation - Final Generation

Mothership Systems
Radars
  • Eagle - 1st Generation
  • Hawk - 2nd Generation
  • Parallax - 3rd Generation
  • Quasar - 4th Generation - Final Generation
Antimissile Systems
  • Veil - 1st Generation
  • Haze - 2nd Generation
  • Fog - 3rd Generation
  • Smog - 4th Generation - Final Generation
Stealth Systems
  • Stalker - 1st Generation
  • Assassin - 2nd Generation - Final Generation
Automated Repair Systems
  • Chrome - 1st Generation
  • Nickel - 2nd Generation
  • Vanadium - 3rd Generation
  • Tungsten - 4th Generation - Final Generation (in-game this may appear as Tungten)
Shield Boosters
  • Scutum - 1st Generation
  • Aegis - 2nd Generation
  • Shiva - 3rd Generation
  • Kali - 4th Generation - Final Generation
Engine Boosters
  • Buffalo - 1st Generation
  • Bison - 2nd Generation - Final Generation
Maneuverability Booster
  • Buffalo Mk 2 - 1st Generation - Final Generation
Combined Engine & Maneuverability Boosters
  • Elephant - 1st Generation
  • Mammoth - 2nd Generation - Final Generation
Antilaser Systems
  • Amber - 1st Generation
  • Topaz - 2nd Generation
  • Emerald - 3rd Generation - Final Generation
Rate of Fire Booster
  • Iceberg - 1st Generation - Final Generation
Ships - Fighters
Ships may be referred slightly different but the focus of each ends up below. For instance, Yari/Brigand are considered Interceptors but later generations don't designate interceptors; just light/heavy fighters, multi/special purpose & missile carriers. However, just because ships are considered same type ("Light Fighter") does not mean they are equal; armor, shield, speed, and maneuverability can be grossly different.

Ship Types
Multipurpose - Balanced between weapons, missiles and systems.
Special Purpose - Focus on light guns and systems; due to number of systems, these are best suited for wingmen to utilize team Repair/Missile Defense/Stealth and have your wing leaders with systems that boost fire rate or speed/maneuverability.
Light Fighter - Focus on light guns and missiles.
Heavy Fighter - Focus on heavy guns and systems.
Missile Carriers - Focus on missiles.

Bold designates my preference for that generation; feel free to experiment though!

First Generation
  • Excalibur - Multipurpose
  • Machete - Special Purpose (in-game may be referred as Hatchet)
  • Naginata - Light Fighter
  • Yari - Heavy Fighter
  • Brigand - Heavy Fighter

Second Generation
  • Stormcrow - Light Fighter
  • Hammerhead - Light Fighter
  • Tie-Fly - Light Fighter
  • Cleaner - Heavy Fighter
  • Raptor - Special Purpose

Third Generation
  • Raptor T - Light Fighter (Templar modification)
  • Black Stormcrow - Light Fighter (Border Sectors modification)
  • Eraser - Heavy Fighter
  • Tiger - Heavy Fighter
  • Bident - Missile Carrier
  • Stiletto - Light Fighter
  • Jaguar - Heavy Fighter

Fourth Generation
  • Trident - Special Purpose
  • Panther - Heavy Fighter
  • Puma - Heavy Fighter
  • Hrimthurs - Missile Carrier
  • Gunslinger - Heavy Fighter
  • Cheetah - Special Purpose
  • Smilodon - Missile Carrier
  • Stiletto Mk 2 - Multipurpose

Fifth Generation
  • Trident T - Special Purpose (Templar modification)
  • Hrimthurs T - Missile Carrier (Templar modification)
  • Gunslinger T - Heavy Fighter (Templar modification)
  • Wyvern - Heavy Fighter (Prototype)
  • Wyvern Mk 2 - Heavy Fighter (Prototype)
  • Dragon - Heavy Fighter
Hints & Tips
    General
  • Work towards 3rd Generation ships initially and your pilots ability to fly them to even out the fights.
  • You don't need your fighters docked when using portals; they are automatically docked when you jump to another system.
  • On that note, make sure to speed up the game while traveling to save yourself headaches. Although, watch your surroundings to grab any salvage left around!
  • Skills will replenish upon switching systems; don't be afraid to use a skill if you need to!
  • System XB-19 is a good place to grind for experience; so long as you can hold your own against Gunslingers. If not, try Cadi for Stormcrows and Raptors.
  • Stations that will buy Maxims (weapon) for 90~ credits or Mistrals (anti-missile system) for 180~ credits are good places to trade as stations will sell items cheap if they are buying your items at high prices.
  • Tired of being assaulted by New & Old Empire forces because you kicked over some traders or thought you'd teach some soldiers the meaning of pain? Check out the following systems to repair your standing with these factions: Dalled, Elinor, Prien, XT-20, XB-13. Dock with one of the "unique" stations for an offer to fix your reputation. Be prepared to pay hefty fees, though!
    Combat
  • Have your fighters target different enemies to help prevent strafing runs against your Mothership or squad; enemies can't shoot back if they're on the run!
  • Make use of pausing to help control flow of battles; go after any enemy fighters that are tearing your squad apart or use Skills to help even the battlefield.
    Pilots
  • Grab both Learning perks for your Hero to expedite skill progression.
  • Each pilot has a weapon type specialization (Heavy Cannons, Lasers, etc.) which provides large accuracy and small damage bonus; these can help turn the tide of fights during early & mid-game.
    Mothership
  • During early dogfights, have your Mothership escort your fastest fighter; this'll keep the Mothership moving and its turrets blazing at the enemy, rather than sitting in one spot.
  • Only one Firmware can be active on your Mothership. After installing a new Firmware, you cannot switch back without re-purchasing! However, Firmware upgrades will be passed onto any new Motherships you acquire.
Discussion
Feel free to post comments, ideas or tips below! I will attempt my best to keep guide updated and useful for new players!
38 Kommentare
Belitzar 28. Feb. 2024 um 8:50 
this guide is great! Thanks for the info about the stashes
Pioneer 3. Feb. 2023 um 14:25 
In the Hephestus system, there is also a stash in one of the big hulls inside the perimeter, it has a lv4 rocket fighter and a couple of good guns. You can get it even before Pegasus mission.
hal2003 7. Jan. 2023 um 11:41 
I recommend to side with Phantom when delivering the cargo and reject Heretic offer. As that will allow to dock on the station even you have Mastif in Pirate painting. You will be able to make way to the pitate sthat later after the mission for USS with uran cargo.
Inashaulk 24. Mai 2020 um 12:22 
Great guide!

In case you are wondering like me where the sector XT-14 is there is a small error in this guide and the sector is actually called XT-41. Everything else is correct and you find the cash by blowing up the station mentioned in the section above.
Freddy 3. Juli 2018 um 6:15 
System XT-04 got a Pirat Base with a massiv deffense of Tigers i Prefer this spot to farm Skill Points and Avengers ( 19k by sale)
A Basic Tipp for Combat DONT GROUP Fighters let them fly alone choise targets yourself after destruction take a target in shooting line
Weapons MK3 if you get into InoCo Story you can buy it in same System
Freddy 3. Juli 2018 um 6:06 
Hidden Stashes

Precursor system:
Starhammer memorial --> no matter how often i destroy it i got only 2 x Alien weapon No Precurser Gun or Ship for Sale
kobra84101 16. Sep. 2017 um 11:35 
first of all gr8 guide
i have Q... in empress vassals mission after completing everything i cant flight out of dust cloud because imediate after kill came upon me.... pls help???
wwS.Petio 3. Mai 2016 um 10:09 
I got some more stash information:
New Kyoto
Next to a destroyed "Oxygen" class station there is a cargo module named like "Interstellar station" I think... Though pretty nice a loot there is after destroying the module you will have to deal with a massive fleet of mercenaries which just teleports there similar to XB-19 pirate fleet but harder to beat if you ask me...
I lack screenshots but its pretty hard to miss ;]
I got in New Kyoto through that weird teleportation system InoCo use but as much as I know its absolute chance...
Stormbringer 9. Dez. 2015 um 18:33 
Also great guide, love the screenshots. Kudos
Stormbringer 9. Dez. 2015 um 18:31 
Hey! that's me ;) Thanks for the credit on my postings of hidden stashes DracoGriffin