The Illuminator has Light Armor, not Capital. That chart is off (though only on that). It does have anti-capital damage (which reduces it's damage against other LRMs, and lacks the heavy damage bonus of other LRMs against medium targets).
Foogsert
The Galaxy Forge views the galaxy from the bottom for some reason. Try looking at your map from below and see if it matches up then.
In Gameplay.constants - baseTaxRatePerPopulation 0.025 incomeGameSpeedScalar 0.15 Within the PLANETMODULE_raceORBITALTRADEPORT.entity - baseIncomeRate 1.000000
One thing not shown is the relative military techs. Illums are T3, at this he can have one beam damage, two shield techs, two health techs. If he has a several/all of those (or even further in mil with more upgrades), and you have none or few, that's a big edge. Neither of you are using support ships in the fight, mass illums will probably beat mass Assailant straight up (due to triple hits). Light Frigates after early game become oriented to anti-support ship. They probably ha
Nice, though I'd swap a yellow or yellow-ish orange for say, green.
[quote]It shouldnt take much firepower to down a novalith, it has something like 800 hull points, less than a combat cruiser.[/quote]It has 4000 hull points.
Repair bays cast single-target heal over time abilities on a cooldown. They don't stack, but multiple repair bays can get more targets with the buff faster, or if one runs out of anti-matter the other can continue repairing.
Just for sake of information: The time they launch after the timer hits 0 is between 30 seconds and 1.5 minutes (shouldn't ever be before or after that time frame).
All stars are connected naturally (via the stars themselves).
RESEARCHSUBJECT_MAXSHIPSLOTSPHASE0.entity RESEARCHSUBJECT_MAXSHIPSLOTSPSI0.entity RESEARCHSUBJECT_MAXSHIPSLOTSTECH0.entity those files, and their 1-7 cousins. Also a separate set for capitals.
Fixed in 1.02 (though reduced to 15%)
They teleport a distance of 750 towards their targets (if the files are right) as well.
Don't know about that one, would have to see it myself to really say I guess. I do suggest going capital heavy whenever trying for the civic-tech achievement though, it'll allow you to field at least a somewhat functional fleet despite the lack of military techs. Could they also have a lower logistics tech than you (less upkeep)?
The AI doesn't cheat at all. One thing to remember is that distance matters a lot for Broadcast centers, a few will push back more if they're far enough away. Also don't underestimate how much a lack of Military researches is hurting you.
RESEARCHSUBJECT_MAXSHIPSLOTSPHASE0.entity RESEARCHSUBJECT_MAXSHIPSLOTSPSI0.entity RESEARCHSUBJECT_MAXSHIPSLOTSTECH0.entity You want those, as well as the 1-7 files for each. There's a seperate list of files for capital ships.
I've seen it do that before as well. Not that often, but it happens.
Do phased missiles cause shield mitigation to increase like other shots? If not, it's probably something good to have whenever you focus fire, due to how high shield mitigation can get (especially with Advent).
You'll get it eventually, it's a luck thing, there's really nothing to specifically try and do.
I can't test right away, but I think you want maxNumCommandPoints in Frigate(Race)Carrier and CommandPoints; StartValue, ValueIncreasePerLevel, for caps. Edit: Tested the Cruiser carrier, and yeah that's the value to change.
Ship crews are simply for fluff and have no actual effect in-game.
I get that message and host fine anyways. Try hosting anyways before doing any more.
[quote]Yeah so we fell asleep at work after hitting some complications.[/quote]So you [I]do[/I] sleep!
The Beta PJIs were lame even without superweapons.
[quote]It would enable the defender to out-maneuver the attacker in planetary combat.[/quote]I think the idea is to slow the actual phase travel, not their movement within the gravwell.
They should just go on their own when ordered, no special method of using as far as I know of.