Hi guys, here is the guide about the new feature recently added and called Tactical Modules.
This feature become available at lvl 38. You reach the new feature's main screen which is called Control Hub via Formation Screen and the small hexagon in the lower right area.
Initially you are able to use only flagship module gifted to you by the Dexter.
To open other class module slots you need to reach lvl 43.
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The Control Hub could be found here as shown on the screens below:
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Once it is opened you can see the most important summary information about the modules you have activated and their progress status, initially you have only the TS-16 module for the flagship.
Some basic but very important information about the modules before we proceed:
We have 6 types of the ships and 6 types of modules respectively.
At the moment of writing this guide we know that now available only TS-1x modules which improves only basic stats of the ships
- TS-11 - ranger - DEF
- TS-12 - striker - ATK
- TS-13 - protector - Hit Points + built in shields
- TS-14 - destroyer - E-ATK
- TS-15 - rover - S-DEF
- TS-16 - flagship - S-ATK
All TS-1 modules have basic attribute of 10% boost for the the ships class it represents which can be further improved up to the 30% and half of that boost to the other ship classes.
Note: these buffs affects the basic stats of ships only, not the final value after equipment, Galactonites, Tech level, bozons and so on
For example: from the TS-16 module your flagship will initially receive 10% S-ATK boost and all other ship classes will receive 5% S-ATK boost.
in the future we will see TS-2x and so on modules which may improve up to the 3 additional ship attributes
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To activate module follow simple steps shown on the next screenshots:
Click the icon representing the module/ship class
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In new pop-up window you will see the list of available modules for the selected ship class.
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Click to the module to see the detailed information about the buffs it currently provides.
Reasonable question: So, how to have all these buffs implemented, should you change your fleet to receive different boosts provided by the different class modules ?
The answer is: No worries, these buffs not related to your fleet content.
For example if you don't have flagship in your fleet ( sweet dreams) you will any ways receive buff provided by the flagship TS-16 module
In the same window you will find the button to equip selected module.
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Once module equipped button will be changed to "Unload"
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Once Module loaded you can improve it through the Adjustment Panel, for this you need to click "Tools" button under the loaded module in the Control Hub main interface.
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Once button clicked we can see the Adjustment panel which looks like this.
To start improvements click "Adjust 1 time" or "Adjust 5 times" buttons
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The process of adjustment is very similar to the bozons interference with the only difference: negative adjustments could be omitted, the process could be or positive or neutral but never negative until you decided to save negative value
After the Adjustment button clicked we receive random values of improvement in percents which could be positive or negative regarding to the current lvl.
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yes 5 positive are also possible... in the very beginning, but later especially after the 13% you will see a bit different picture of only negative
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When you got some positive values you must save them so they become implemented and affect the module. To do this click the circle near the positive value and then "Save" button as shown on the following screens:
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Pay attention to the fact that if you got few positive values, the highest value represents all the smaller values, so you don't need to save few values one by one, enough just to save the highest one.
You can see this on the screens below where i got 2 positive +0.9 and +0.1
As soon as +0.1 was saved my +0.9 become +0.8
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Very important to remember that you are receiving 1 free adjustment try every 4 hrs but if at the end of the galactic day you have collected more than 5 (lets say 7) they wont be saved for the next day and will be lost, so the new day you will start with the 5 instead of 7, meanwhile if you had at the end of the day less than 5 you will start day with the exactly this under the 5 amount.
When you have used all the free tries you can adjust for credits.
first 5 tries cost 10 credits each
second 5 tries cost 20 credits each
and so on, so if your name is Richy Rich keep doing it for credits to get some fast advantage over others.
You may ask: How effective the TS-1 modules improvements over the other ways.
The answer is simple: TS-1 modules makes your ships stronger like you chipped them additionally to [+1], don't forget that modules boosts not your final values of stats with all the equipment, tech. lab improvements, bozons, galactonite stones and so on. Modules improves only basic values of your naked ships to the respective % values
At the moment this is all the information we have, if you found mistakes or have something to add feel free to comment and i'll fix or add additional information
PS: sweet candy. this is how all modules looks like together:
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