[Contact Beacon] How To Turn It Off?

StebCH

Chieftain
Joined
Oct 27, 2014
Messages
1
Hello guys!

After spending 20 turns trying how to turn this damn thing ON, now I'm facing a bigger challenge - how to turn this huge b****** off

I already spent +30 minutes clicking every possible element in the UI, but it didn't work.

Any clues?
 
Hello guys!

After spending 20 turns trying how to turn this damn thing ON, now I'm facing a bigger challenge - how to turn this huge b****** off

I already spent +30 minutes clicking every possible element in the UI, but it didn't work.

Any clues?

If you click on the beacon, there should be a little white figure right above the window in the bottom left hand corner. It is the same one that you click on to turn the Beacon on. If you click it again, it should turn it off. It is the same icon that appears when you build the exodus gate that you need to click on to bring in an earthling settler.
 
If you click on the beacon, there should be a little white figure right above the window in the bottom left hand corner. It is the same one that you click on to turn the Beacon on. If you click it again, it should turn it off. It is the same icon that appears when you build the exodus gate that you need to click on to bring in an earthling settler.


Clicking it doesn't do anything. I'm wondering if it's bugged or if once you activate the beacon there's no way to turn it off.
 
Why would you want to do this anyway?

Because something came up that needs more energy to solve then is available in the 'battery bank'?
I wondered the same thing when I was pursuing a Contact victory last week. Couldn't find a way to turn the beacon off.
 
I wonder... if you sell the city where the beacon is, are you then allowed to destroy it?
 
I think it is intended to stay active. Since it is a victory which can be achieved very fast, you should time its activation, i.e. hoard as much energy before doing so. A small story to underpin this statement:

In my last game with a friend, I activated the beacon, having only 2000 energy or so. Then my friend noticed this, placed a phasal transporter near it and started spamming units into my territory to destroy it. The first turns were a stalemate, since I had quite an army but soon he overwhelmed me with units he bought (he was Hutama, so he had an infinte amount of energy...). I could only produce and buy one or two units but that wasn't enough to compensate... My beacon got destroyed, since I haven't timed its activation, as well as not having payed attention to the orbital layer... He now has a chance to win again. If I could have deactivated it, I could have bought one or two units more which would have saved my beacon...

Two lessons from this:
1. Have enough backup energy before activating the beacon.
2. Pay attention to your orbital layer (why isn't there a notification which states, that a satellite has been deployed over your territory :cringe: )
 
It seems like it eats negative energy too. Is there a downside to this? I haven't seen the length of time change and it's eating -35 for me now (free maintenance!). I can't tell if this is just an exploit or if there is a tradeoff somewhere.
 
It seems like it eats negative energy too. Is there a downside to this? I haven't seen the length of time change and it's eating -35 for me now (free maintenance!). I can't tell if this is just an exploit or if there is a tradeoff somewhere.

The trade off is you don't make any money at all and apparently can't turn it off.
 
I'm pretty sure there's no trade-off to using the beacon to eat negative energy. I don't think this possibility was even intended.
 
In my games I usually sell all my positive income for hard cash, before turning the beacon on.

Even with unreasonable rates from guarded factions, it still better then to not get anything from it.
 
In my games I usually sell all my positive income for hard cash, before turning the beacon on.

Even with unreasonable rates from guarded factions, it still better then to not get anything from it.
You can even set your cities on gold focus before activating the beacon, sell all the gpt, then put your cities back to normal mode, be at -200 gold or something, activate the beacon and be at 0 gold.

That's even more ridiculous when you use this strategy to actually GET the 1k gold to activate the beacon...

@topic: Seems like the victory buildings were rushed/not finished, just like the mindflower-support building (forget its name) talks about "adding points to the victory condition every turn" (<- paraphrasing) when the actual victory condition is just a "countdown".
 
You can even set your cities on gold focus before activating the beacon, sell all the gpt, then put your cities back to normal mode, be at -200 gold or something, activate the beacon and be at 0 gold.

That's even more ridiculous when you use this strategy to actually GET the 1k gold to activate the beacon...

@topic: Seems like the victory buildings were rushed/not finished, just like the mindflower-support building (forget its name) talks about "adding points to the victory condition every turn" (<- paraphrasing) when the actual victory condition is just a "countdown".

I think its probably close to accurate as building the buildings does reduce your count down...but yeah they need to be made clearer.
 
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