Posted December 09, 2019
This is kind of a frustrating game since it does a poor job of explaining how certain critical game mechanics work. But I think it has some really good parts if you can get past the flaws. Since I couldn't find any existing guides in English, I wrote up my own to help anyone still interested in trying out this game.
*General Tips*
Frames:
Nothing in your network will operate if it doesn't have a connection back to the Frame. Likewise the Frame itself cannot do anything other than order MMPs if it doesn't have enough energy. The Frame is able to produce energy, but only when attached to the surface. The Frame also repairs itself automatically if it's supplied with energy. Frames can move above the ground slowly, as long as there is an Energy Core that it can connect to on the path. There is some required amount of energy to actually move, but I don't think that it's shown anywhere -- the Frame just refuses to move when its energy is too low.
The Frame can either be 'attached' or 'detached' with respect to the terrain surface. When attached, the Frame will generate a decent amount of energy and also charge its 'spiral' which is necessary for using portals. A Frame can only be attached if the surface below it is completely cleared and level (the square under it will be highlighted green). Frames must be detached in order to move, or to enter a Portal. Frames will detach automatically if the terrain under them takes damage and they have an Energy Core to connect to. Attaching/detaching is done with the green or red arrow that shows up on the left when you select the Frame.
Terraforming/Construction:
The MMPs (Brigadiers and Buildmasters) function slightly differently. A Brigadier (which handles terraforming) cannot be directly ordered to work on a particular spot of terrain, but it will prioritize any marked terrain closest to itself. The Brigadier's work is accomplished by tiny construction drones. The Buildmasters, on the other hand, send energy packets (I think called 'Build' in the game) that fly across the map to their destination. All Buildmasters will contribute to the construction of a building equally. This means that while more Buildmasters will increase the speed of construction, the building will not finish until the build packets from all the Buildmasters reach them. So it's best to keep the Buildmasters grouped together and centrally located, while Brigadiers can go wherever they're needed most.
Buildmasters will also send out repair packets to any damaged structure. While they can be ordered to focus on a specific building for repair, they cannot be ordered to stop the automatic repair. This can be one of the biggest annoyances, since it means that if your energy is already low, your economy can be completely stalled if one of the more expensive buildings takes any damage. Selling off damaged buildings can mitigate this effect (you also regain the energy in them), but that isn't always feasible. The selling off action is also the way to cancel a building that's only partially built.
Terraforming requires no energy at all. However, the time it takes is affected by the terrain that is being modified. For one, the work is affected by how high or low the terrain initially is. It's also affected by where the material is coming from or going to. While the drones can create material out of nothing, it's a lot faster if they can take it from somewhere nearby. They'll only do that if it's part of the terraforming plan, so try to include both high and low places. When there isn't an even amount of terrain to match with, it's somewhat faster to clear high places (the drones dump the dirt into little hillocks nearby) than fill in low places out of thin air. Building on the void is possible, but usually very time-consuming unless there is a lot of 'fill dirt' available. Be sure not to park a Brigadier on the void, as it'll take damage when just sitting there.
Squads:
You only get five squads maximum. That may seem limiting, but in practice you're actually unlikely to use more than three. For one thing, you actually have to build a 'Command Structure' for each new squad (and that's not even available at the start of the campaign). The other reason is that the unit cap is actually really low. While it seems that 250 isn't so bad, that's only 250 in Basic unit equivalency. Since most units require at least 3 (and more like 10) Basic units to make, your realistic unit cap is closer to 10-30. The game isn't so much about sending out big armies to do battle with each other; it's more about creating a solid base structure and expanding it with the aid of those mobile forces, or eventually building some very powerful units to finish off your opponent.
Squads consist of either Basic units (there are three types) or nanomorphed units of a single type. A squad can be nanomorphed into any type of unit as long as the requirements are met and the squad has enough 'morph energy' (the bar above the squad is full and colored green). However, since the nanomorphed units all require different quantities of base units, you are usually going to be going for a specific type, and maybe shifting in a pinch to another form.
Any units that can't evenly be created in a nanomorphed unit are hidden 'inside' the unit until it either dies or is morphed again. This also goes for units added to the squad; they will travel to the where the squad is and disappear into the unit. If a unit has taken damage, it apparently loses some number of the Basic units that composed it, but if repaired by a Technician, those are restored. Note that it's bad idea to try and rebuild squads while they're in combat, since the Basic units die pretty quickly on their way (and will also happily run straight into the 'void' to their own death).
When units are in Basic form, single units of a given type can be removed from the squad by right clicking on the type. This is only if there are none queued up; if there is a queue, one right click holds the queue, and further right clicks reduce the total being ordered.
Here's a nanomorphing example: Suppose a base squad has 42 Soldiers, 36 Officers, and 42 Technicians. That can morph into a squad of 6 Extirpators (a 7/6/7 unit). If it wants to then morph into the flying Ceptor unit (6/4/0) it can: 7 will be created, and there will be 12 officers and 42 Technicians that can't be used, so they stay locked up in the unit. The squad could also morph into a single Piercer (3/21/39), leaving 39 Soldiers, 15 Officers and 3 Technicians doing nothing. Since those 'unused' 57 units will continue to count against the unit cap, you can see why it's best to prepare what you are building ahead of time.
*Unit Descriptions*
Basic Units: You're rarely going to be using units in their basic forms. They're simply too weak. But they do each have their own abilities. Additional plants will increase the speed at which units are created.
Soldier
Has a simple gun. The bullets are slow-moving and weak, and the Soldier dies when hit by just about anything.
Officer
Fires a suppression beam that can prevent enemy units from attacking. Apparently it only works if the number of Officers attacking outnumbers those in the enemy unit (including nanomorphed strength).
Technician
Heals friendly units nearby. This is the one Basic unit that can be kind of useful on its own.
*General Tips*
Frames:
Nothing in your network will operate if it doesn't have a connection back to the Frame. Likewise the Frame itself cannot do anything other than order MMPs if it doesn't have enough energy. The Frame is able to produce energy, but only when attached to the surface. The Frame also repairs itself automatically if it's supplied with energy. Frames can move above the ground slowly, as long as there is an Energy Core that it can connect to on the path. There is some required amount of energy to actually move, but I don't think that it's shown anywhere -- the Frame just refuses to move when its energy is too low.
The Frame can either be 'attached' or 'detached' with respect to the terrain surface. When attached, the Frame will generate a decent amount of energy and also charge its 'spiral' which is necessary for using portals. A Frame can only be attached if the surface below it is completely cleared and level (the square under it will be highlighted green). Frames must be detached in order to move, or to enter a Portal. Frames will detach automatically if the terrain under them takes damage and they have an Energy Core to connect to. Attaching/detaching is done with the green or red arrow that shows up on the left when you select the Frame.
Terraforming/Construction:
The MMPs (Brigadiers and Buildmasters) function slightly differently. A Brigadier (which handles terraforming) cannot be directly ordered to work on a particular spot of terrain, but it will prioritize any marked terrain closest to itself. The Brigadier's work is accomplished by tiny construction drones. The Buildmasters, on the other hand, send energy packets (I think called 'Build' in the game) that fly across the map to their destination. All Buildmasters will contribute to the construction of a building equally. This means that while more Buildmasters will increase the speed of construction, the building will not finish until the build packets from all the Buildmasters reach them. So it's best to keep the Buildmasters grouped together and centrally located, while Brigadiers can go wherever they're needed most.
Buildmasters will also send out repair packets to any damaged structure. While they can be ordered to focus on a specific building for repair, they cannot be ordered to stop the automatic repair. This can be one of the biggest annoyances, since it means that if your energy is already low, your economy can be completely stalled if one of the more expensive buildings takes any damage. Selling off damaged buildings can mitigate this effect (you also regain the energy in them), but that isn't always feasible. The selling off action is also the way to cancel a building that's only partially built.
Terraforming requires no energy at all. However, the time it takes is affected by the terrain that is being modified. For one, the work is affected by how high or low the terrain initially is. It's also affected by where the material is coming from or going to. While the drones can create material out of nothing, it's a lot faster if they can take it from somewhere nearby. They'll only do that if it's part of the terraforming plan, so try to include both high and low places. When there isn't an even amount of terrain to match with, it's somewhat faster to clear high places (the drones dump the dirt into little hillocks nearby) than fill in low places out of thin air. Building on the void is possible, but usually very time-consuming unless there is a lot of 'fill dirt' available. Be sure not to park a Brigadier on the void, as it'll take damage when just sitting there.
Squads:
You only get five squads maximum. That may seem limiting, but in practice you're actually unlikely to use more than three. For one thing, you actually have to build a 'Command Structure' for each new squad (and that's not even available at the start of the campaign). The other reason is that the unit cap is actually really low. While it seems that 250 isn't so bad, that's only 250 in Basic unit equivalency. Since most units require at least 3 (and more like 10) Basic units to make, your realistic unit cap is closer to 10-30. The game isn't so much about sending out big armies to do battle with each other; it's more about creating a solid base structure and expanding it with the aid of those mobile forces, or eventually building some very powerful units to finish off your opponent.
Squads consist of either Basic units (there are three types) or nanomorphed units of a single type. A squad can be nanomorphed into any type of unit as long as the requirements are met and the squad has enough 'morph energy' (the bar above the squad is full and colored green). However, since the nanomorphed units all require different quantities of base units, you are usually going to be going for a specific type, and maybe shifting in a pinch to another form.
Any units that can't evenly be created in a nanomorphed unit are hidden 'inside' the unit until it either dies or is morphed again. This also goes for units added to the squad; they will travel to the where the squad is and disappear into the unit. If a unit has taken damage, it apparently loses some number of the Basic units that composed it, but if repaired by a Technician, those are restored. Note that it's bad idea to try and rebuild squads while they're in combat, since the Basic units die pretty quickly on their way (and will also happily run straight into the 'void' to their own death).
When units are in Basic form, single units of a given type can be removed from the squad by right clicking on the type. This is only if there are none queued up; if there is a queue, one right click holds the queue, and further right clicks reduce the total being ordered.
Here's a nanomorphing example: Suppose a base squad has 42 Soldiers, 36 Officers, and 42 Technicians. That can morph into a squad of 6 Extirpators (a 7/6/7 unit). If it wants to then morph into the flying Ceptor unit (6/4/0) it can: 7 will be created, and there will be 12 officers and 42 Technicians that can't be used, so they stay locked up in the unit. The squad could also morph into a single Piercer (3/21/39), leaving 39 Soldiers, 15 Officers and 3 Technicians doing nothing. Since those 'unused' 57 units will continue to count against the unit cap, you can see why it's best to prepare what you are building ahead of time.
*Unit Descriptions*
Basic Units: You're rarely going to be using units in their basic forms. They're simply too weak. But they do each have their own abilities. Additional plants will increase the speed at which units are created.
Soldier
Has a simple gun. The bullets are slow-moving and weak, and the Soldier dies when hit by just about anything.
Officer
Fires a suppression beam that can prevent enemy units from attacking. Apparently it only works if the number of Officers attacking outnumbers those in the enemy unit (including nanomorphed strength).
Technician
Heals friendly units nearby. This is the one Basic unit that can be kind of useful on its own.
Post edited December 09, 2019 by Kangra