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Also, the Rail Gun mod is gone, you might want to remove the link from your description.
NGD Studios have no clue about what they're doing with this franchise... It's just like letting a bunch of clueless children run a 24 years old legend - oh wait...
I have made it into late game, and I am findingn that a titan with PD weps and 21 heavy fighters cannot take down a battlestation or star fortrerss with Class5 shields, I am using a custom creative race, so I do have ALL the techs, and it can take down missile battreries and gun platforms, but even sitting directly adjacent it cannot do enough damage to beat out the stations shield regen rate.
If I sound annoyed, I am, but not at you, you are trying to fix the problem and I think you are on the right path, but they should not be this gimped.
Also, will the fighters use any of the late game upgrades from 5x mod?
Are you still maintaining this mod?
1) I found the fighters have diminishing returns against armor. They attacked the same battlestation over and over and did less and less.
2) I found that after I think 6 attacks or maybe 7, fighters came baack to the carrier, did not launch any more.
Otherwise keep at it, I like that carriers can be viable!
yes a fighter bay set as PD would be nice, but it's just not in the games AI code.
The early game fighters biggest limitation isn't the guns them selves but the lack of good computer support. If you take a race with + to beam attack they are much more effective... With +60 beam attack racial and the first computer you can shift to beam weapon armed ships early in the game... Was playing around with that using my proton pulse cannons as a close in brawler on cruisers on about turn 125ish...
Yeah, the games limits what gets read for each kind of module - item - ... For example I tried adding beam defense (avoidance) to drives and computers, it showed the line in the description but didn't calculate it. The only way I found to bring it in the game was to add the augmented engines declaration (movement module) to another module. So I do think we're really stuck with PD and bombs for fighters.
How about giving PD to all cannons, instead of bringing in new? If there's one thing that's not lacking in the game, it's the amount of guns available.
At the moment I'm testing the early weapons, I have shield I at 2 damage reduction, I'll probably go to 1 and have each shield reduce damage equal to it's number (so 1 - 3 - 5 etc.)
To increase the number of guns on fighters I adjusted the amount in the ShipBluePrints yaml while increasing their space in the ShipHullTypes yaml. It seems to work, what did you do?