Decoding the Ancient Ruins mission

If you're into exploration with some "guidance" and "story" along the way, this can be a fun (albeit long) expedition for you. It's much more comfortable if you have a FC available to you though, but a FC is most certainly not needed.

I quite enjoyed my trip and learning more about the Guardians. It's just a damn shame that the records are (still?) not transfered into the Codex
 
If you've never done the mission, it's worthwhile doing at least from a Guardian lore perspective. It's just a shame these days that there's no major pointers out that direction... apart from the initial discovery which was rev-eng'ed from the trailer, most clues out to the region was done via galnet article clues
 
Oh man I remember doing this when it first arrived when it was bugged.
In some places you needed multiple cmdrs to a active stuff.
I think they fixed a few months later.
First time took me 3 weeks to complete when we had no clue what was needed to scan
 
By the way: I decided to re-experience a little bit of this, when I was passing through Meene and the mission popped into messages, and am making a few observations:
  • It would seem that while active obelisks light up as usual, their pictograms no longer show up visibly - neither the original ones, nor the simpler graphical style that replaced them.
  • On the above: I suppose with the freshly doubled SRV cargo capacity, at least brute-force trying to find the right combinations is a quicker procedure... :p
  • The crackly emissive ground decal at artefact spawn locations seems to be missing.
  • Artefacts and obelisks are only making white noise wavescanner audio -- pretty sure (AFAIR) they used to have distinct sounds, and also used to draw different patterns on the scanner display...
  • (More of a general thing, but..: Is it just me, or had the look of planet terrain improved quite significantly with update 8, provided you maxed out supersampling, but has now (update 9) regressed to an earlier, uglier, state? I have tried a lot of different settings, but get the impression the terrain looks more sine-wavy, and camo-pattern-y, and dithered-y, than ever... (EDIT: ...and glossy (ice) landcapes seen from up high are back to the vaccuformed-scale-model look))
 
Last edited:
OK Thanks,
I will file this away to try out when we get spare time. Probably gonna be a very busy 4 weeks now though up to Phase 3! (hopefully!)
 
  • It would seem that while active obelisks light up as usual, their pictograms no longer show up visibly - neither the original ones, nor the simpler graphical style that replaced them.
I am also doing this mission now. I can see the pictograms in the night when my SRV:s lights are off. But when I switch lights on, the pictograms become too faint to see.

There is an issue in the issue tracker about the pictograms being too faint to see in daylight: https://issues.frontierstore.net/issue-detail/45358

The doubled cargo space in the Scarab makes it at least twice faster to get data from many obelisks at one site. 🙂
 
I am also doing this mission now. I can see the pictograms in the night when my SRV:s lights are off. But when I switch lights on, the pictograms become too faint to see.
They've got some way to go with checking every consequence of the updated shaders, it would seem. :7
 
Just completed this last week.

Completed all 101 scans for a reward of 111 million credits.
Ran Road to Riches between each site (30 radius, 3000 distance, 400k value) and added over another 100 million credits on top.
It was also another huge chuck of exploration rank.

Can confirm the pictograms are VERY hard to see. It would not be possible to complete easily without a guide just because of problems seeing the pictograms.

It took 8-10 hours of lazy (watching tv and ufc) game play to complete, would have been less if not running Road to Riches
 
Back
Top Bottom