YOu can't customise the carrier fighters in game, but you can do it with the XML files.
The_Last_Jedi
It takes 2 or 3 turns for fighters to be replaced. That is a change on how it was done, but not sure when it came in. Only noticed it fairly recently.
I'm sure this has been brought up before, but given the complete lack of any improvement in this area I thought I'd bring it up again. The support component tooltips are inadequate. While the description tells you what it is meant to do, there are no numbers displayed to show a player by know much a support component does whatever it is meant to do. I think there are only 4 out of 30+ components that actually show you exactly what they do. It would be
The console is disabled by default. To get around this go to the game properties, set launch options and put into the textbox: "cheat" (minus the quotation marks). This will allow you access the console again.
How about limiting carrier modules to cargo hulls. Much more limited space on cargos and low hit points would make them more vulnerable. Maybe even lock any ship that has a carrier module to the 'support' role. Do a slight adjustment to the Interceptor ship role and move Support target priority to second after Guardians and they would be in even more trouble. It would force you to use Guardians as well to defend them, which would weaken either the offensive n
They did rebalance carriers after launch. They changed the number of ships the modules had and they have also put a timer on respawns of lost craft. Actually, looking back on what you've written I'm surprised you've got Assault Carriers. My game won't build any because of what I assume is an error in the blueprints, which was probably created by the change to the carriers whenever that happened.
It is due to the blueprints calling for a component type that it can't find, EscortCarrierModule. Given this is a required component since the AI can't any components of this type it won't design any.
[quote who="LSD-XTC" reply="5" id="3596685"] I think you guys are missing my point. I know the dreadnaughts are going to get shot at but the enemy should have to fly though all my ships to do so. I am talking about formations. Right now my carriers are behind my assault carriers. I’m pretty sure in early patches this was not an issue. The huge capital ships are super expensive and need to be protected at all costs. This formation issue I am
It actually sounds like you don't understand how ship roles work rather than the formations not working how they should. The ship's role is partly decided by the hull size, but in most cases its the equipment you put on a ship that will set its default role. You don't need to learn how this part works because you can set the ship's role when you save the design. The ship roles will dictate where ships spawn and their target priorities. As for range, t
Some time ago I think they said their aim was for the expansion to come out a year after launch, so that would be 2Q 2016. Given some of the big things they say they want to do I think they are going to need all that time to get it ready. The base game was released far too early and it would be crazy for them to do the same with the expansion.
The problem with espionage in many games is not that it isn't useful, it often just doesn't enhance the gaming experience. That's at least how I felt about GC2's system. The devs have said they want some new and exciting, but they also had big plans for the combat and that didn't really come through, particularly planetary invasions. Very much a wait and see.
I'm firmly in the camp that is glad the wheel has gone for individual planets. Found it a pain to use and that I tended to just give up on it anyway. I can understand why some people are upset about this change, but it has been well telegraphed by the devs if you kept an ear to the ground.
Cost seems like the worst factor to use. I'll try to remember when the next dev stream is on to ask Paul if he can explain it more for me.
Anyone know how it decides when the tech levels are the same?
Pretty much what the title says. In the blueprint system it uses Bestdefense to decided what type of defence to use, but I'm just wondering how it decides what the best defence is?
Those are really good Terran Destroyers from SOTS. Can only imagine how tedious it would have been to make the node drive ring.
Just wondering if there is going to be a stream today or not.
[quote who="Rhonin_the_wizard" reply="40" id="3584956"] Quoting The Sisko, reply 38 Disappointed to see no mention of fixing the battle viewer not matching the results or that the pirate ship set has been fixed so it displays templates, including the starting blocks. From the 1.2.1 patch notes
Disappointed to see no mention of fixing the battle viewer not matching the results or that the pirate ship set has been fixed so it displays templates, including the starting blocks.
The wiki has a list of the ship parts in the DLC as well .
[quote who="OldnCrusty" reply="5" id="3582478"] Is there any way to get to the ship designer without being in a game? If not, is there a way to unlock the technology limits? I lost all my data in a hard drive crash, and I'd like to create ships without having to play a game for hours and hours to get the required techs. I have a good friend with a 3d printer, and I'm itching to get some designs printed! [/quote] No, currently you hav
The DLC you get is not the mega events DLC or the map DLC, it is a ship part DLC with 6 or 7 new parts. From another thread the way you seem to go about redeeming the code is to go to Games in the top bar menu of the Steam client and click on Activate a Product on Steam and go through and put in the code there. You should see it turn up in your list of DLC for the game as Registration DLC or something along those lines.
^ Paul stated in the last dev stream that their plan was for mods to be included in the workshop with 1.3. Depending on if they keep to their update schedule that's probably 2 - 3 months away.
[quote who="naselus" reply="10" id="3577349"] Quoting The Sisko, reply 5 Also throw in that I can't be bothered to learn about mods and how to get them working, which I'm sure the majority of players feel. Exactly this tbh. As I said, 90% of the players of any given g
[quote who="sjaminei" reply="6" id="3577312"] Quoting The Sisko, reply 5 Also throw in that I can't be bothered to learn about mods and how to get them working, which I'm sure the majority of players feel. Is that due to the vanilla game being good enough for you, or do you actually me