Frequently Asked Questions

**Location:**  Infinite Lagrange Wiki

Frequently Asked Questions from players / FAQ

Any issues dealing with money, you **must** talk directly to NetEase. Only they can help you.

### Are there any redemption codes?

There are two codes that have been valid for a long time:

* **LAG22222**
* **LAG88888**

There was a period during a special event where some additional codes were released, but all of those codes are expired.

### I can't log in, how do I fix that?

#### Special note for Windows users

Logging in Issue on PC: There may be a time where you can not log in on a PC. This issue will cause an error on logging in through the browser. To fix the issue you will need to download and install Firefox. Neither Chrome or Edge will be effective in resolving the issue but you will be able to refresh your login through Firefox.

#### In general

Try the obvious stuff first - verify that the servers are not undergoing maintenance, restart the app, check your network connection. Scheduled maintenance is always announced on the main Discord server for the game in #announcements.

As a general rule, players are strongly encouraged to bind their accounts to a set of credentials, just in case. Problems with unbound accounts, known as "Guest" accounts, can be very difficult to correct. Accounts that are bound to a set of credentials can also be played on multiple devices, or can be moved to a replacement device, if the original device is lost, stolen, or damaged.

It is also recommended, that players should make a note of their player ID from the "Personal Profile" - it may be need it if something goes seriously wrong.

If the obvious stuff has been tried, reinstalling the software may be the only remedy. This is when playing on an unbound "guest" account, especially without the player ID, can become problematic - contacting NetEase may be necessary.

## User Interface

### There is no 'OK' button, how do I "Tap OK"?

In at least two places, the user interface with throw up this odd looking dialog with the message "Tap OK to confirm this operation" but there is no 'OK' button.

To use this dialog, the player must look for and then press the letter 'O' and then the letter 'K' from the random letters shown right below the "Tap OK" message.

When they do this, the dialog will switch the the active version, with the word OK displayed, and the Confirm button will now be armed.

## Servers and Phases

### Why am I at a station?

* Main page: Phases and servers

If you see one of these images instead of your base, that means your server has ended and your account has been moved to the Hub System, (which is named "Pioneers System"). The main purpose of the Hub System is to give players an opportunity to sign up for a new system.

The new systems that players enter from the Hub system are currently categorized as Phase II systems, and offer some new features not available on the starting (Phase I) system/server. Currently, there are three types of Phase II servers:

* Node Recover Agreement/Galactic Mutual Cooperation Agreement (NR/GMC)
* Data Rescue Agreement
* Trojite Crystal Collection Agreement

The NR/GMC servers are most like the Phase I server where occupancy of level 6 cities is the key union victory condition. Data Rescue servers create a very challenging environment that inexperienced players might find exceptionally difficult.

If the player is in a union, the union leader has the sole ability and responsibility for choosing to sign an agreement for the next server. All the players in a union will stay together. Until the leader chooses and signs an agreement, the entire union will stay in the Hub.

If the player is **not** in a union, then they must make the choice and sign the agreement for themselves. Until they choose and sign an agreement, they will remain in the Hub.

### How do I find and join a specific server?

* Related: Phases and servers
* Related: Playing on multiple servers

If a player wants to join a specific server - in order to play with a friend, for example - it is only possible to directly join a Phase I server, creating a new account (it is possible to play more than one account). Phase II server can **only** be joined when the server is opened by signing up for it from the Hub System, which would require having an account that has completed Phase I.

From the Start-up Screen, pressing the server name/button will take the player to the Server Selection Screen. Click on the  Phase I Servers button to see the list of servers which the player can join by creating a new account. If the player clicks on a server, they can see when the server opened. If a player joins a server that has been open for more than a week or so, they will find themselves far behind the players that have been playing on that server since it opened.

### How do I leave my union?

     The easiest way is to go to the Union Member List. From the Expanse View:

* Press the union button, in the lower right corner
* On the Union panel, press the member button, lower right corner

On the Union Member List, find your own entry. On the far right there will be a button with an arrow, press it to leave the union.

The leader, second-in-command, and officers of a union can remove members.

If you choose to do a "Base Reconstruction" from the Domestic Affairs menu on the Base View, you will automatically be removed from your union.

## Rallies

### How do I start a rally from someplace other than my base?

In order to start a rally, you must supply one fleet. The rally launches from whatever structure that fleet is currently assigned to, so to start the rally at an outpost, mining platform, etc., yours or a union mates, you must "transfer" the fleet to that structure.

    To transfer a fleet to a structure, click on **the structure itself**, not the region in which it's located, and click on the **Transfer** button to begin the transfer command sequence. Once the fleet is moored at the correct structure, when you use that fleet to start a rally, the rally's starting point will be that structure. You can double check the rally starting point by beginning the Rally command sequence, but cancelling once you have seen that the rally start point is correct.

### More ships, more rallies?

In the early game, it is common for players to only build level 1 of the Liaison Command Center, which only allows them to start rallies of 100 ships, which is a pretty severe limitation.

However, what players don't always realize is that they can start **as many rallies as they want to**.

To start another rally, the player can retreat the fleet used to start the previous rally - it will moor at the structure where the rally was started. That fleet can then be used to start another rally.

### How good are rallies, really?

Not great. Rallies can absolutely work, with enough ships and a little luck, but they are far from the most effective way to achieve any military objective. The two major problems are well understood: 1) differences in fleet cruise speed mean that some ships get to the target more quickly and are overwhelmed by the defending fleets; 2) pathing causes delays in fleets reaching the target.

The best way to achieve an military objective is always live fleets controlled by the owning player.

For those circumstances where unions have players that are not available, but who wish to contribute, those players should **delegate** their fleets to an org operation. When a player clicks on a spot in the org operation, in addition to the usual commands (build, transfer, blockade), there is also a . When a player delegates a fleet, they surrender control of that fleet temporarily to the person who is appointed by organization leadership as the commander of the org operation. A portion of the AP cost paid goes into a pool that the commander can use to give move and attack commands to the delegated fleets in that org operation.

## Resources

### I need more resources, how do I get more?

* Main article: Maximizing resource production

Generally speaking, resource production is the player's life-blood. Without it there are no ships, no base improvements, nothing. For best results, players should try to prioritize as shown below - most especially in the early game before PvP combat becomes commonplace.

1. Expanding to the next zone, if possible
2. Activities that complete Main Missions, before starting Expansion zone 6
3. Activities that increase mining
	1. Complete the first level of dockyards required to produce Utility ships
	2. Build all levels of generic ports and industrial ports
	3. Build utility ships and/or replace smaller utility ships with larger ones
4. Fulfilling any other pre-requisites to begin expansion of the next base zone
5. Any other buildings that increase resource production
6. Activities that complete Main Missions, after completing Expansion zone 6
7. Anything else

### If I mine a larger asteroid (resource node), is that faster?

TLDR: Not for metal, crystal, or deuterium, but it **is** for Trojite

The size of a resource node has no effect on the rate of mining by utility ships, unless they are mining Trojite.

The increase has not been quantified at this time.

If the player's base is docked to a node, then the large the node, the greater the production (check the docking effect of the node for the exact rate).

### If I put two Utility ships in a fleet, will they mine twice as fast?

**Related:** List of ships by storage per command point

No. Under normal circumstances, only one utility ship will mine, and the other will only be used for storage. So, under most circumstances, players would be better off using other ships for storage (usually AC721 - Heavy Logistics Destroyer) and sending the additional utility ships to mine other resource nodes.

Exceptions:

* There aren't enough resource nodes near the base and the player has utility ships left over
* In an Intermediate, or advanced mining platform, two utility ships can mine each node and it does not matter whether the player puts them in the same fleet, or two different fleets

## Outposts and Mining Platforms

#### How do I build an outpost that is docked to a docking point or resource node?

To build an outpost that is in open space, not docked, a player clicks on a point in open space and uses the  Build button. On the other hand, if they want to build the outpost docked to a docking point or resource node, the player must click on the item they want the outpost docked to and click the  Dock button.

#### It's telling me I can't dock with this mining spot because I can't have any other operations in the area.

A player will get this message if they built the operation in open space and **then** tried to dock it to the docking point - which does not work. Outposts must be built using the Dock command (see above) in order to be docked to an resource node or docking point.

### Why is there a red indicator on my base/outpost/mining platform?

Usually, the red indicator is intended to warn the player that there is something potentially hostile in or touching the structure. It may be a privateer, or any non-union/non-allied fleet, base, or operation. Even if it is only touch a side or corner (see image), it will cause the warning.

Due to a bug, the warning indicator may also continue being displayed even after the condition causing it has cleared. Unlike some visual bugs, restarting the app will probably not help.

### Can I/How do I destroy/cancel/abandon an outpost/mining platform?

Outposts and mining platforms can both be destroyed by the owner. It takes 30 minutes and doing so reclaims half of the construction cost of the building. A player may want to do this if:

* It is about to be attacked by the enemy - at least this way the player gets half of the construction cost back
* They need to build a new one somewhere else
* They want to upgrade - from a Basic Mining Platform to an Advanced Mining Platform, for example

The user interface has two ways to start the 30 minute countdown to destruction.

**Note:** destruction can be cancelled before the timer runs out.

#### Reclaim the operation

When a player selects the **operation** by clicking on the operation number in the bottom-center of the outpost's operational area, or by clicking on the outpost name in the **operation list** on the left side of the Expanse View, or by simply clicking on the outpost when zoomed out to **fine level**, they will see an **Operational Area** popup as shown.

    In this view, the player can click on the  Reclaim button. This will take them to the **Destroy Building** confirmation popup, asking them if they want to abandon the outpost/mining platform. Clicking on the **Confirm** button will start the 30 minute timer.

It is unclear as to why the game uses three different words (reclaim/destroy/abandon) for the same process.

#### Cancel the Outpost/Mining Platform

     If the player has selected the outpost/mining platform itself, they can click on the  View button.

     In the **outpost view**, there is a red  cancel button located at the top of the view. The player can click that, which will get them to the **Destroy Building** confirmation popup (see above).

## Example docking points, read descriptions

* Resource
* Effect
* Blueprint

* Main article: Docking points
* Main article: Resource node

Anything that can be docked to will have either "Base's docking effect" or "Outpost's docking effect" in the description. If it says Base Effect, then the player **must** move their base there to get the benefit.

Resource nodes are **always** Base Effect docking points.

There are very a very few docking points that are "Outpost effect".

### Why isn't my outpost/base/mining platform at full hit points?

When an outpost or mining platform is first complete enough for operational use, it is not entirely complete. For a couple of hours after its completion, the hit point total will continue to climb until it reaches the maximum level for that particular structure.

Similarly, with the base improvements that increase hit points - some expansion zones, the Base Defense System and the Base Structure Reinforcement - the base does not get the full amount of the hit point improvement immediately, but over a few hours.

## General Questions

### My base was attacked and I’m at this new spot but it doesn’t let me mine because it says I’m on a truce, how do I fix that?

* Main article: Peace shield

In this game, a player's base can not be destroyed, ever. What happens instead is that it performs an Emergency Evasion (Base) maneuver and respawns, usually in the region where you started the game (server). When this happens, the base's **peace shield** is automatically activated. While it is active, the player may not give any fleet orders except for **retreat** but, since the emergency evasion maneuver also recalls all fleets, wherever they might be, there won't be anything to retreat.

In order to restart mining or do anything else, the player must drop the peace shield. This is accomplished from the **Domestic Affairs** menu of the Base View.

### What is the Lagrange Encyclopedia? or What is the link for the Google Doc?

There is a Google spreadsheet created and maintained by the player NullPointer which was a concise reference for most of this game.

* Lagrange Encyclopedia

Much of the game data in this wiki comes from the Encyclopedia or has been supplied directly by NullPointer for the purpose of adding it to the wiki. Volunteer contributors to this wiki will be provided with any content that they need - if it is available.

### Why can't I send my message?

If you see "Restricted or sensitive content detected" it could mean one of three things:

* The word is considered to be obscene, triggering, racist, sexist, etc.
* Because the game is from a Chinese company, some words are censored for political reasons
* Sometimes the game will trigger on seemingly random words due to a glitch or bug

If you want to send the message, you will need to rephrase it without the problem word(s). Sometimes, figuring out the problem word can be difficult.

It has been reported that the filters can be glitchy and will censor random words and, when that happens, restarting the application will help. Instances have been seen where in-game terms, such as the name of one of the space cities, will end up on the censored list.

### Why is there no translation available?

If a phrase in one language would translate to something in your language that is considered "restricted or sensitive content" then the translation will not be available to you. There is no explanation as to why it is possible to send a message like that in the first place, but it can cause problems for people in your union if you send them messages they cannot read because of translation problems.

### Is the dock for Star Sweeper BP research center not implemented yet? I can't find it.

* Main article: Docking points
* Main article: Phases and servers

The Sacrum Chu Imperium Cruiser Research Center docking point, which gives players a temporary blueprint for the Star Sweeper, as well as the other six docking points that give players temporary blueprints, are not available in Phase I servers. This is only one of several features that are only available either in the Hub system or exclusively on Phase II servers.

### Does the Peace Shield only cover your base, or outposts and platforms too?

* Main article: Peace shield

The Peace Shield protects only the player's base and any ships that are docked there, nothing else.

### How do I complete this mission?

Some of the main missions are not particularly clear, or may present special difficulties.

#### Increase 2 Tech Points for a Frigate blueprint with battle EXP (Chapter 3)

All warships gain experience by participating in combat. The amount of experience received is a function of damage caused, ships destroyed, and time spent in combat - getting quickly blown up by the enemy accomplishes nothing.

    Experience can also be added to a ship using combat microchips. On the main ship blueprint page, click on the  Battle Exp Collector button, near the lower right corner, to bring up the dialog. The dialog shows total tech points earned, out of a maximum possible 50, and experience earned towards the next level. It also shows what chips the player has available that can be applied to this particular ship - larger ships require more experience in order to gain levels - see the ship class pages.

To satisfy the requirements for this mission, a single model must gain 2 tech points through either actual combat or combat microchips.

#### Liaise 1 time(s) (Chapter 7)

To liaise, the player must send a fleet (no specific ships are required) to a Trading post at a city. Trading posts located outside the city can be used by anyone, but trading posts located inside the city square can only be used by players who are members of the organization that currently occupies the city. Clicking on the trading post will allow the player to select the **liaise** command.

Many players have little difficulty in figuring out **how** to liaise. What makes this mission tricky is that trading posts have a limit on the number of fleets that can liaise there - twelve - and finding a trading post with an open slot can be difficult. The easiest way to get an open slot is simply to ask another player (especially one from the same organization) to temporarily stop liaising. Most players understand the nature of this mission and will be willing to work with others to allow them to complete it. This is just a game, after all, and a little politeness and civility, even with members of unions that are **enemies** can go a long way.

## General Ship/Fleet Questions

### How do I defeat a high level pirate/privateer fleet?

Fighting privateer fleets is a good way for players to level up their ships. I may also be necessary to clear away aggressive privateers that are blocking resources. And loosing ships to privateers is often a bad idea - there are always more privateers, and players don't have infinite resources to keep rebuilding.

The answer is a combination of one or more of the following:

* More ships in the fleet, due to increased command points from one of the generic or military ports
* Better ships - some blueprints are just better than others, and privateer hunting, unlike PvP, is a place where cruisers and battlecruisers can actually be useful; see also List of ships by ranking
* Upgrade ships
	+ Players can use tech points to enhance their ships, but not all enhancements are created equal - it may be helpful to consult a more experienced player about which enhancements are the best choices for a given ship
	+ Weapon tech can be used to adjust the ship weapons for more damage per hit
* Team up, other nearby players, even players in other unions, might be willing to go 2-on-1 to take down a troublesome privateer that is blocking a useful Resource node

### How do I get more blueprints?

* Main article: Blueprints

Blueprints only come from "tech files", mostly the black market ones and the Ship & Aircraft BP Files, **BUT** what you get is **RANDOM**. It is possible to open 100 tech files and get no new blueprints. It is possible to open 10 and get 10 new blueprints (that's winning the lottery level unlikely though). The more tech files a player opens, the better their chances of getting something they like.

* See also:
	+ Dawn Financial Plan
	+ Partnership Agreement
	+ Blueprint availability

The majority of players are primarily "free-to-play" and, for those players, the primary way of obtaining tech files will be the 150 Proxima coin discounted Black Market Tech Files and from one or both of the Partnership agreements. The coin to pay for the 150 boxes will come primarily from the Dawn Financial Plan and the Partnership Agreement(s).

Players who are currently playing in a Phase II server can also get blueprints from the Research Agreement. It is more expensive than the "Ship & Aircraft BP File" (25 research points, as opposed to 15) but the blueprints gained will come from a much smaller candidate pool. It is still not a guarantee though, as players can still pull duplicates (gaining tech points or systems, as with other blueprint pulls) or even variant blueprints that they cannot use.

**IMPORTANT NOTE:** Infinite Lagrange is a game. Players are strongly advised **NOT** to spend money on it they cannot afford.

### Is there a way to move tech points from one ship to another?

* Main article: Tech point

Once a player's account has left their Phase I server, they will have access to the Development Rating Rewards store.

* From the Expanse View, click on the  Galactic Event button, bottom of the screen, towards the right
* On the Galactic Event panel, choose the Rating Criteria tab
* On the Rating Criteria tab, the  Dawn Point store button is in the bottom right corner

In the store, the player can purchase the Tech Point Restoration Technology for 500 Proxima Coin. This can be used to reset all of the **PERMANENT** (from tech files, not from experience) tech points that the player has on **one ship model**, and those tech points can then be added to other models in the same **CLASS** - tech points from a destroyer can only be used on other destroyers, etc.

Only **ONE** Tech Point Restoration Technology item is available **per season**.

### How does energy resistance (shield) work?

* Main article: Damage per hit

Energy resistance reduces damage from energy weapons by a percentage. If you get hit by a 100 damage energy weapon and you have 20% energy resistance you take 80 damage. Armor has no effect on hits from energy weapons.

Energy weapons are : Ion, Pulse, Plasma, and may be beams, casters, cannons, torpedos, missiles, etc.

Note that energy weapon torpedos and missiles, like the non-energy versions, can be intercepted. There are, though, only a few systems that have the **intercept effect** and even then, some have meaninglessly low interception rates.

### How does armor work?

* Main article: Damage per hit

The armor works as a flat reduction of the damage per hit, with a minimum of 10% damage. If you get hit by a 100 damage projectile weapon and you have 20 armor you take 80 damage, if you get hit by a 70 damage projectile weapon and you have 100 armor you take 7 damage.

### The systems on my ship have been damaged or destroyed, how does that work?

Certain ships, such as the Reliat - Stealth Frigate have weapons that attack ship system, or enhancements that allow one or more of their weapons to attack ship systems, usually the main weapon. If a system is destroyed then it will obviously stop working.

System damage is not repaired by "healers" (repair UAVs) but it is instantly and completely repaired once the fleet has a **break of combat** - any period of time, no matter how brief, when it is not fighting another fleet. So, for example, a fleet that has been attacked by two enemy fleets, both enemy fleets must be defeated or retreat **or** the player's fleet must retreat, in order to get the "break of combat" needed for damaged systems to be repaired.

### How do I load prefab on my fleet?

Dispatching a combat fleet with prefab modules loaded on it allows a player to make repairs to the fleet when it is not at their base.

Loading of prefab is something that the user must do when they send the fleet from their base. After selecting the fleet, there is a dialog on which the player can modify some aspects of the deployment before confirming. There is a box on the dialog, in the upper right corner and in the bottom right of that box is the  **load prefab** button.

Clicking on the load prefab button will give the player the **load prefab popup** where they will be able to specify how much to load, up to either the maximum available prefab or the maximum available storage of the fleet. One prefab module requires 1000 units of storage.

TODO: explain how to use it

**NOTE:** Using prefab to repair a fleet which is not at the base also costs UEcoin. TODO: how much?

### Why did I get an error trying to reinforce a fleet?

Unfortunately, some of the game errors are not terribly helpful. In this case, there are several possible explanations and players will have to work out which one applies.

* The fleet has already been reinforced
* The fleet that the player wants to reinforce is sitting in a Scattered Asteroid Belt and the player is trying to reinforce it with one or more cruisers, battlecruisers, or carriers
* The fleet that the player wants to reinforce is sitting in a radiation belt and the player is trying to reinforce it with one or more destroyers or frigates

### Is it possible to retreat just some ships from a fleet without returning the entire fleet to base?

Yes. In the **Fleet View**, there is a  Ship Recall Button in the lower left corner.

A player can tap that button to get the Ship Recall popup, which will allow them to select any or all of the ships in the fleet that they wish to retreat. The player should click on the check boxes of the ships they wish to retreat and then click the **RETREAT** button, at the bottom of the popup.

### What is this thing I got researching a box?

If a player sees a popup like this researching a box, it means they have pulled the blueprint for a super-capital ship for a **second time**. Unlike the smaller ships, which have variants, the super-capital ships have **modules**. Some modules offer new systems that add functionality, others offer different systems in place of existing functionality. Some modules are amazing, and some are lame.

* General information: Modules
* List of all modules for all super-capital ships: Module Summary

### What does the **Delegate** button do?

For players that are in an organization, the leader and second-in-command can create org operations - extra large operations for use in city sieges, PvP, or even to simplify mining in a hive.

When a player clicks on a spot inside the org operation, one of the command options is the  button. When a player delegates a fleet to an org operation, they give over control of that fleet to the player that has been appointed to command the org operation. A large portion of the command point costs for delegation are moved into a pool that the commanding player can use to order fleet actions (move, attack, etc) for delegated fleets within the confines of the org operation.

Delegation is a way for players who will not be available to contribute fleets. It is much better than the only other option (rallies) in that there is a real live player commanding who will do their best to ensure that the delegated fleets are used well (and don't get into stupid pathing situations).

## Specific Ship Questions

### Does the ST59 front row strategy work?

This is a question that has been reported as a bug to NetEase and has been investigated independently by experienced gamers and both groups agree - Yes, it does work, **but** the display is bugged. Even though none of the displays ever show the ST59 being in the front row, you'll have to take their word for it that it is/was.