You should stop using strike craft and use the spawn frigate ability. Create a frigate that moves the way you want the missile to move, has one gun and has the abilities you want it to have. You can have the damage dealt as an area effect (nuke), direct damage (kinetic), or group damage (bomb-pumped). Just set the range for the blast to be slightly longer than that of the main gun. Also, with the spawn frigate ability you can set a time to live so that you don't end up
Hephaestus
I was working on a mod with a friend and we had neutral, capturable starbases spawn in neutral systems at the start of the game. Depending upon the starbase you create, it can be pretty nasty. The upgrades will reset when the starbase is taken and anyone can capture it at anytime, just like the extractors. Also, if the costs are set to 0, the neutrals should upgrade it.
All abilities spawn from the same point, if I remember correctly. Also, you need to leave one of the weapons with a decent range or the ships won't fight properly.
You can change the number/types of frigates that are spawned when the game starts. I don't remember where this infromation is but you can add starbase constructors and the neutrals will build them.
Double post. Sorry.
Have the buff you created that spawns the starbase spawn a frigate instead. Give the firgate one passive ability, disabling its ability to jump, and one ability it can activate, spawning a starbase. I don't know that it will work but I think the max count is controlled by the ability activation. Good luck.
Have you considered giving the starbase the capture neutral ability?
Not so funny when you have 48 of them flying in towards a ship and each can do 750 points of damage... But it does look beautiful...
Yes, those two abilities. By default the frigates that are spawned have a 3 minute TTL but that can be changed. You can change the engines too so that they go flying around the system.
The problem with SC is reloading. The missiles wouldn't fire right since one would spawn near the ship, the next part way to the target and another a little later, but all where the first is located at the time. Look at the carrier frigate spawn ability. You can set it to spawn more than one at a time. You control how long they last. You can change the movement, toughness, etc. of the frigate that is spawned. And any gun can be used to
Try making the ships extremely expensive and slow to build. Tone down resource rates slightly. Then decrease the number of logistics slots in a system and leave the number of tactical slots alone. Each world becomes important because you need every slot and all of the resources. The worlds are still defended, forcing you to build decent fleets to take them but not so heavily defended that you must have large fleets. Ships are harder to build and fleets a
Why wouldn't you fire point defense weapons at anything that came close enough for them to hit if there was nothing better to shoot at?
Thats too bad. I really liked the idea of spawning mines. How do i set them to target a ship?
ShadowMastiff, I tried attaching the mines, the problem is that you have to deploy the mines. I then tried to create a "frigate" that could be spawned like the missile platform on the Tech Carrier. The frigate was meant to have no gun and one ability, the ability used by the tech mines to explode. My hope was that the ship would run forward and explode itself. But I could never get the mod to load properly. I really want to create extremely powerful missi
I was wondering if it was possible to create destroyable missiles. I was planning on setting it up to be an ability to replace the normal missile weapons carried by ships and then use the open weapon slot to give the ships point defence. Any ideas?