Doctor Dread Administrator Posts: 1478
5/29/2017
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There was a "fix" put in for defenses which change the way the react to combat. Previously defenses would only defend YOU and no one else. If your units were guarding an ally who got attacked, your units would come to the fight in the defense but any defenses you have at that location would not because YOU were not attacked there. There is no way to order defenses to Guard Terran Feds defenses were actually set to guard as a workaround until now.
So NOW defenses will come into ANY fight in which you have ANY unit already there on the defense. So if you have ships guarding an ally and that ally is attacked, your ships will come in on defense, but then all defenses are checked and since you have units in a fight on the defense, any defenses you have at that location will automatically join the fight on defense. This means that you MUST have a unit of some kind in the fight on defense for your defenses to come in with you when guarding another corp or guild. If your corp is actually attacked then of course your defenses respond normally. . There is still no way to tell your defenses to guard an ally, they will come along if your units are on the defense. You can send a scout in to guard an ally and when that scout gets on the defense in a battle all your defenses will come along.
Also, Military Bases and Shipyards have always been considered "Defenses" by the system so Your bases and Shipyards will also come to the fight along with your other defenses automatically.
Terran feds defenses no longer have orders to guard, and all Terran fed units were wiped out so they will re spawn with correct orders.
Hangar Space has been increased across the board. The minimum hangar capacity is now 5, that includes the Frigate, cruiser, dreadnought. The battleship has been given a hangar Capacity of 20 giving it more value in battle groups. The Carrier has been given a capacity of 100 and also had its Hit Points increased from 1200 to 2000, giving it more survivability since it has little combat value. The Frigate cost has increased from 1.5 mil to 2 mil. The monolith also has a hangar of 100 now, i think it can find room somewhere. The 2 hangar worked back when hangar upgrades were +50% increase, not that everything is 20% increase on level ups we needed to make to at least 5 to make an upgrade mean something on those ships.
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Vulpex Posts: 390
5/30/2017
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Nice changes - just in time for some fun with a big bad Kaiju too!
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Zip555 Posts: 67
5/30/2017
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My privateer frigate still has a hanger of 2
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Hutton Posts: 276
5/30/2017
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Don't think it will have an effect on the Kaiju since it attacks the whole area and most of our land forces are on Earth anyway.
Welcome changes, especially to a city ruler that wants to defend his residents. One minor quibble, and this might be more trouble to program than it's worth, is that think only ground forces should be able to take advantage of defensive structures. It's a minor thing because it would be fairly unusual for a defender with structures to have ships and not ground forces; but I think that makes more sense and you should consider it if it's not too big a pain in the ass.
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Vulpex Posts: 390
5/30/2017
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You didn't notice that all the Terran units are now lvl 10 because of this did you? That will help with the big bad Kaiju.
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Hutton Posts: 276
5/30/2017
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No, I did not notice that.
What is the point of the Terran Defenses now if they aren't guarding? Just to keep Earth safe from AI hazards?
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Doctor Dread Administrator Posts: 1478
5/30/2017
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The units are still guarding,the defenses are not, they will come to the defense of any fight the terran feds are in though because of the logic change.
Terran fed units scale with city population. at 5 mill population they are level 10s
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Vulpex Posts: 390
5/30/2017
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This does mean that if only Terran Fed Structures are generated in a city they will not intervene in combat though. Not sure if this could ever be the case though. (Is it totally random?)
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Hutton Posts: 276
5/31/2017
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Might I also suggest that if your going to increase the Battleship capacity to 20, why don't you increase it to 25 so each level invested in hangers increases capacity to a multiple of 5. Any remainder after 5 can only be filled with level 1 units, which corps capable of funding battle ships will find tedious to deal with and an inefficient use of Military Logistics points, so it would more streamlined and elegant if you set it so that capacity of the battleship will always be divisible by 5.
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Vulpex Posts: 390
5/31/2017
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I'm just sad dreadnoughts didn't get any love.
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Doctor Dread Administrator Posts: 1478
5/31/2017
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Hutton wrote:
Might I also suggest that if your going to increase the Battleship capacity to 20, why don't you increase it to 25 so each level invested in hangers increases capacity to a multiple of 5. Any remainder after 5 can only be filled with level 1 units, which corps capable of funding battle ships will find tedious to deal with and an inefficient use of Military Logistics points, so it would more streamlined and elegant if you set it so that capacity of the battleship will always be divisible by 5.
Hats actually a good point. That might just happen.
Dreadnought might get a firepower increase also, I would have to look at some numbers
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Hutton Posts: 276
8/3/2017
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Here's a bump to remind you that you were considering upping battleship hanger capacity to 25.
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