& Strategy | Basic Play Guide | Grid Map
‘grid’ refers to all the singularities that have been detected
and that the Aegis is capable of entering, each one is called a ‘node’.
The grid is split into five zones; each ‘zone’ contains a
number of nodes, some of which allow long distance travel between zones.
grid’ map shows all the zones the player can access, eventually
this will be all five, initially it is just one. Nodes that allow long
distance travel are marked in green on the hyper grid; they are referred
to as ‘transfer nodes’. Press fire1 on a transfer node and
the map display switches to that zone, the map is zoomed and all the nodes
are shown. Pressing fire2 in this view on a transfer node switches back
to the hyper grid map. As well as entering new zones, transfer nodes are
useful for jumping straight past enemy units, they are confined to normal
have a certain mass; this can be detected and used to display an enemy
marker on the map. Enemy units move erratically and only seem capable
of detecting the Aegis if it is on an adjacent node, stay well clear and
they will not see you. Large and medium resource bearing rocks within
the nodes can also be detected. Each node has a small bar next to it indicating
the percentage of resource rich rock left in the node.
grid map screen it is possible to skip time without moving, this is useful
if there are no enemies about and you just want to wait for an item to
be researched or built.
as enemy units there are friendly aliens within each zone, you must find
their location by destroying the larger enemy capitol ships that sometimes
drop wreckage that can be analysed. Enemy units never go to these special
nodes and they are very important as the Aegis and your own ships can
be fully repaired free of charge.
a node will be marked as unstable, these nodes are rich in resources yet
very dangerous. Strange grid creatures live in the molten rocks that explode
if touched and move unpredictably.