Kremblin89

Kremblin89

Joined Member # 4733738
0 Posts 4 Replies 52 Reputation

Yes... the ai targeting is the same for both PC and AI fleets so your ships will auto target the starbase shell as well unless directly given other orders. It is basically impossible for me to replicate as I would need to attack a planet that starts construction of a starbase and kill the constructor or planet before it starts building. I would recommend sending the save file if possible to the devs so they can find out what is happening.

14 Replies 32,390 Views

You can abuse this when defending as well... plop down a Starbase when you need a exotic to build it. This will place the "ghost" of the building but will not start construction until the exotic is complete. The enemy AI will all start targeting the invincible non existent Starbase shell over anything else in the gravity well. Just cancel building the exotic and the Starbase shell remains unless you cancel it as well and will absorb the majority of the enemy firepower while your fleet goes to

14 Replies 32,390 Views

Did some testing, they do target missiles in range but if they have already locked onto a target they tend to focus on that instead of any new missiles. You can test via sending any missile ship (I was using the Marza), and sending it to the nearest planet with a Garda defender. The Gardas will lock onto the Marza and not shoot at incoming missiles. If you send a single frigate first and send the Marza as the frigate is about to be destroyed the Gardas will attack missiles before they get int

3 Replies 6,697 Views

Hey, so I picked up this mod again after about 8 months of not playing and noticed the bug with the Norlamin Colony Cap where it can't get it's 3rd ability. This was not present in R7. To fix it, replace the file AbilityEnergyWeaponBoost_Norlamins in the R8 GameInfo folder with the R7 version. Hope this helps anyone who wanted that fixed... hope the mod isn't dead as I and many other players enjoy it alot.

1,681 Replies 4,216,336 Views

Hi, I just started to get into modding, and wanted to make a simple mod that removed mines/super weapons and anti structure cruisers since the AI spams them making defense with a starbase essentially pointless since a fully upgraded one dies in 10 seconds to a swarm of orgrevs. Mines are worse, since each planet you take requires spending 30 min microing a frigate to kill the mines one at a time because if there is more than one ship in the immediate area they like to spread out and run into

204 Replies 844,277 Views