do moveAreaRadius and hyperSpaceExitRadius even work properly? I toyed with these values in custom maps and it seemed like they were severely constrained. I wanted to make a map called Antares with a HUGE sun and it didn't really care what values I used...
Elipsys
I'm playing a 1v1 with my friend who is playing the Advent Rebels. After looking like the game was in the bag and having an enormous economic advantage... he managed to come up with a fleet that just seems to be wiping out everything I can produce. When I say I economic advantage I mean I could be losing 4 ships to his 1 and come out ahead... in our last engagement I ended up losing 16 ships to 0. Late game advent seem like they figured out how
Hey all, So I made a bunch of custom maps after Diplomacy came out that I am very proud of, but which were never released other than to my friends. I was really hoping to play them in Rebellion but learned that the new Rebellion GalaxyForge cannot open the old files from Trinity / Diplomacy. After some thrashing about, I was able to successfully manually convert a map from GalaxyForge 3 to GalaxyForge 4 and get it to open in the new editor and play properly in Rebellion.
If you have Diplomacy, there is also a TEC pact that allows for massive fleets. In general, you don't want to increase fleet capacity until you *have* to... since you're paying the upkeep whether you have the ships in play or not.
Nice chart. So what about an update with damage to Constructor ships and Envoy ships? =P