I had a game crash and how do I let you all good folks know about it? When I click on Diplomacy Pacts button or when I click on my cease fire buddy now in Blue to see what mission he wants me to do like destory 3 Civi structures.
Pretty much just like what you did.
Do think changing any of this made it crash?
homeplanetupgradelevel: population 4
homeplanetupgradelevel: civilianmodules 4
homeplanetupgradelevel: tacticalmodules 4
homeplanetupgradelevel: home 1
homeplanetupgradelevel: artifactlevel 2
homeplanetupgradelevel: infrastructure 4
If you want a bug report please tell me how to show you what you want?
You've provided more then enough. It's a known issue.
The fix, as you seem to be a competent modder is as simple as opening up the entity manifest and re-adding the line entityName "QuestKillCivilianModulesLow.entity" and upping the entity count by 1 at the top. Should stop the diplomacy screen crashes.
If carrier cruisers have to be at close range for their strikecraft to be effective,
Strike craft are still effective across the gravity well en masse. Just not as good as they used to be thus allowing ships that deal with them the opportunity to actually deal with them before they rape your starbases and capital ships one by one.
why build them as opposed to heavy cruisers?
That's kind of the point, isn't it. The goal is to reduce the numbers of strike craft present in a game. Though if you're bold enough, you can move your carrier cruisers closer to the action and thus buff your strike craft and let the devastating waves of pain and punishment begin, but at the risk of losing those cruisers. It's a decent trade off, tactically speaking.
I thought the whole point and idea behind carriers was the fact that they can strike remotely and with speed.
And they still can. They still field strike craft and can still do so from the safety of sitting at the edge of the gravity well.
To Norbert and any others with the deadly secret problem, the simple solution is a starbase with the "backup" government upgrade.
It's only a problem if you let it be one. Though that is an excellent 'defense', it doesn't fix the AI's issue with colonizing, losing, recolonizing, losing, recolonizing, losing, etc... Another way to deal with it is to just send your own colony ship over and colonize it after the AI loses it and not doing the planet exploration upgrades since you know it's a bad thing.
I fear if it is too small that carriers will be degraded to glorified defense vessels.
Why would you say that? If they're not good enough to be included in the attack force, then they sure as hell won't be included in a defense force.
just waiting on some play testing by the guys to see how its holding up
Will get to that tomorrow.
If the final patch will take longer to release and 1.32 breaks Distant Stars however I will make a quick fix patch to get it working again until we release 1.00
Unless I beat you to it!
Quite simply the "elite" strikecraft have been nerfed down to the stats of the regular strikecraft. The regular strikecraft (those from cruisers) have now been nerfed by 66% unless they are close to the cruiser that launched them. If they are close to the cruiser that launches them they gain a +66% damage buff (making them the same as the standard ones).
I'd like to suggest that instead of reducing the elites to the normal levels, adding in light strike craft to be used by the light carriers. This way you could still keep the elite strike craft in and only field them by starbases to limit their use to defenses primarily.