[quote]How could you make a fleet big enough to defend all those planets though?[/quote] Don't need to defend all of them. Just the borderworlds will do. Station your defensive fleet near several chokepoints, put up a bunch of hangars, turrets, repair bays, and jump inhibitors, and you've got yourself a pretty solid quagmire for your enemies to wade through. Then they can either stay and fight your defensive fleet, or try to push through while getting attacked by bombers and your fleet
ayli
Is there any tool to edit custom maps? I know there's the builtin map generator, but imo, it just doesn't give you enough control over the outcome. I want to be able to add/delete planets/stars at will, exactly where I want them. I also want to at least give each side some starting structures and units. Restricting the available techs would be nice too. I know such a thing must exist, since some of the non-random maps have a very exact and specific layout, but is the tool internal-only, or is
[quote]I disagree. It's nice to look at a map and be able to tell how many resources are around unconquered planets that your scouts have visited without having to zoom into the gravity well to see which ones are "better".[/quote] You can tell which asteroids are present at a planet if you hover over it and look at the tooltip, so no zooming necessary.
There needs to be some variation between the quanity and type of asteroid from planet to planet. Frankly, it's rather boring when every single ice planet is exactly the same with the exact same 3 crystal 'roids. Here are some suggestions for randomizing the asteroids somewhat: For ice/volcanic: First determine the number of asteroids, 2-4, 33% chance of each Generate at least 2 asteroids of the matching type If the planet should have at least 3 asteroids, generate an addit