[quote who="Taslios" reply="55" id="3564476"] One of the other things that they SHOULD do is make a class of weapons that specifically targets fighters... any ships with these point defense weapons would have chance of fighting off the fighters.... I happen to love the huge swarms of fighters... I just also want there to be suitable balancing point for them. [/quote] i totally agree with this and firmly bel
Yavrim
It may just be a disply thing, where it does apply diff weapon types but doesnt show it in info. I seem to remember devs saying that it is possible to combine diff damage types.
No your both correct. Previously, I stopped once the option to build xeno factory became visible in the improvements list, retried this and found exactly what you describe. It seems like its behaving as mentioned, but it is a little clunky in its behaviour. I do feel the cost to upgrade is way too high, with Xeno factory perhaps it should have been +15 to upgrade instead of +45 (ie so the total cost of basic factory and Xeno combined is 45 as opposed to 75 as it now stands &nb
Yep, I understand that improvement upgrades auto-queue with tech discovery. Its just that for eg, when I cancel an upgrade to an existing basic factory, the Xeno factory improvement comes up on the colonys improvement list (not in the build queue). So I can then build a Xeno factory directly on a blank improvement tile without needing to build the basic factory first. Additionally, the cost of upgrading an existing structure seems to the be same as t
Not sure if this is a known issue or not (couldnt find any mention of it) but when I reseach Xeno Industrialization, I can only build the basic factory and research building types. Ie I can only upgrade existing buildings. Not sure if this is normal behaviour. If so, and if I cancel an auto-upgrade on an existing improvement on a colony, I then am able to see the upgraded improvement come up as a direct build option (for that colony only), and dont require to build a basic structure f
yep, but what i was hoping for Is a way to do this within combat. There is tactical repair and strategic repair in the schema defs, one of these seems to allow repair of hull in combat.would like to do this with defenses.
Anyone know of a way to repair defenses within combat?? The idea is to allow shields to slowly regenerate over time. I'd love to vary defenses in the way they behave. Eg armor applies to all three weapon types, shields recharge say 10% per time interval and apply to all 3 weapon types (but apply less so to kinetic and missile weapons). anti missiles systems only apply to missiles, but recharge at 100% of same interval.
Add rechargeable defences ie so sheilds can replenish. option to allow weapons to target Multiple ships simultaneously in combat. I'm thinking something like anti fighter barrage.