[quote who="Enzenx" reply="9" id="3574546"] The reason for this behavior is the new BestDefense tag in the ShipBlueprintDefs xml file. With this tag it will always pick the defense which has the highest numerical value. An example: SniperBlueprint Tiny Interceptor BeamWeapon</RequiredComponentTy
Chocobars
just thinking that it would be really awesome if we could customize ground force makeup (infantry, gunships, tanks, etc.) and watch a animation of the fight kind of like space battles.
[quote who="snarfo67" reply="6" id="3573285"] Hopefully they snuck in a fix for defensive systems always becoming point defenses, too... [/quote] Nope, just tried it, issue is still there.
Was wondering if it would be possible to add a little pop-up, screen, etc, something to tell you how much it would cost to upgrade an entire set of ships to another level on the commands screen. That way I don't keep accidentally throwing myself into the red on money
Hopefully easy to implement. With the introduction of the ability to overwrite ship schematics, I was thinking that it would be nice to have the option of making the ship schematic you are putting together only exist for that one game instance, so that once you finish the game or delete the game save, it no longer exists. This will help prevent the ship designs folder from getting too cluttered up with a bunch of late game designs. For example, I create a medium sized ship tha
Patched to 1.11, for some reason, all the preset blueprints are only using anti-missile defenses and no other type of defense no matter what I have researched or how much capacity is there.
Is there a way to bring back the feature where every time you hit end turn, the game would move all your ships, make you upgrade starbases, etc, before actually letting you end the turn? I actually kind of liked that one that the base game originally came with. Has anyone taken a hack at modding this back in? how or where would I even start?