1. AI Modular Fortress Command Stations... are auto-targetted by FRD ships.
2. AI Modular Fortress Command Stations... require supply (But seem to give it, too. You can't cut them off, at least).
3. AI Modular Fortress Command Stations... allow Missile modules into light weapon slots (2 Shields, 2 HBCs, 4 missles, 4 other was annoying).
4. AI Modular Fortress Command Stations... have only Mk II module, regardless of the actual level of the system.
5. AI Modular Fortress Command Stations... Do not give AIP on death. As much as I like this (it's an awesome gift for the pain it takes to kill one... built in data centers in each Fortress!) it's probably not intentional.
A-ha, I see. Cute.
#1 is a bug, simple oversight, thanks. I'm not sure I can convince your units to not have a knee-jerk brown-trousers reflex reaction to detecting that on sensors, however: push the alpha strike button and get out of there!
#2 isn't really a bug because it does provide its own supply. I actually thought normal command stations do too, hence why they can't build stuff when outside supply (on a nuked planet or coprocessor planet), though I may be remembering all that wrong.
#3 isn't a bug, mod forts can put missile modules on light slots, champions have to use heavy slots. The champion ones are stronger, accordingly.
#4 isn't a bug (I didn't have it try to use a particular mark relative to its planet), though I am kind of surprised it limited itself to II rather than defaulting to lowest or highest.
#5 ... heh. It's almost poetic fairness
I remember covering my Mod fort in HBCs and lasers, may have to try missiles instead. They've got some serious range on them.
As for #4, I was more than a little suprised when even the AI's Home Fortress had only Mk IIs on it. I was expecting something a little better armed than the rest. Incidentally, it doesn't give any AIP increase, either.
I just finished my 9/9 Fortress Baron/Fortress King game. I've got some comments on things - mostly trivial stuff (text, etc) but one annoying little bug. BTW, Fortress Barons get Superfortresses, why don't Fortress Kings? Sounds like a case of
lèse majesté to me!
The bug: Mk V Neinzul no longer attrition. This was very nice. However, I had other Neinzul fleetships, so I had Regeneration Chambers scattered around. Mk V Neinzul will go into a Regen Chamber if they've taken enough damage to cross the threshhold. However, once in the Regen Chamber, they don't actually regenerate! I ended up with half a cap of Mk V Vultures napping in there for an hour or two before I noticed. Once I got them out and had the Engineers repair them (?!) it was fine.
Bomber Starships cannot target Dyson Gatlings. I learned this the hard ways, as my SuperTerminal was located in the Dyson's system.
The offroad wormhole count scales by total system count, but the rewards don't. There were only 5 on a 40 system map, and only 2 on a 10 system. Rewards were exactly the same as on a 120 system map. While the Champions are awesome with large hull sizes, more modules, and XP to up upgrade stuff - there's no way they'd be worth the AI strength increase if there were only 2 wormholes on the entire map. I'm not sure how you could balance this, but... it kinda hurts the smaller maps.
Champion modules are still not inheriting targeting instructions from the main body - While it looks cool to have the Champion in the middle of a horde, spraying fire everywhere, I'd rather kill whatever it was I targeted. Since, you know, I targeted it for
killing and all.
Paralyzer modules on the Champions, however, are focusing fire. This leads to killing things (Paralyzers are surprisingly powerful - Mk IV have 68,750 DPS!) but almost nothing gets paralyzed. I seem to remember that paralyzers were changed earlier this year to deliberately spread their shots out for maximum effect. And with 11 shots each, I was hoping an all Paralyzer Champion would act like a Riot Tazer, but it was not to be.
Shadowblades and Vengences are using the same zoomed-out icon, but the correct zoomed-in picture. I was a little surprised when what I thought was a shadowblade tossed an energy bomb at me. Mouseover still shows correctly, etc. Just looks like the icon changed.
Captive Human Settlements still say "100 AIP" for losing them in the description, but it's now only 15.
Missile modules say "Not compatible with Spire-tech hulls" while Bomber modules say "Usable only on human, Neinzul, or Zenith hulls". Deliberate, or just different wording?
Orbital Mass Drivers (and some other shooty-buildings like that) are not immune to Paralysis attacks, while others are. May be deliberate for all I know, I just found it odd.
CPA announcements are normally that light-tan color. However, by switching through the Champion UIs, I somehow got it to turn orange, like normal wave announcements. Again, just odd.
I was looking through me "Kills by ship", and I saw "Shield module II - Kills made by: 8". It's... I mean,... I just... HOW?!
I'm still seeing waves sometime announced without specificy the ship type, even when it turns out to be all one ship (No Schizo, no Support Corp, not a Counter-wave, etc). You can see in the image, two waves to the same system. One specifies the type, one doesn't.
On the design view, would it be possible to select a module, then shift-click to place that module in more than one slot? Alternately, would it be possible to select a slot (shift-click multiple, too) and then click a module and have it fill all the selected slots with that module?
Any chance of getting an Anti-FRD move command? Like a Group-Move with speed forced to zero, or something, that I can issue to units on my planets where the Auto-FRD setting is on, to prevent them from moving. While I seriously enjoyed the Siege Engines, they were almost worthless on defense because of this.
Related, is there there an option to have your ships auto-FRD on allied planets? My extra Champions were claiming stuff, but it wouldn't auto-FRD on the main players worlds.
A question. I think you said in an earlier build that scenarios should be determined when you enter the nebula? Well, in this current game, I tried messing around a bit, and no matter which nebula I entered, I always got the scenarios in the same order. 5 Nebulas: Shatter Pillar, Mourners, Gray Spire, Epsilon Eridani, Epsilon Eridani. Always.
That got a little longer than I expected. So, I'll leave you with the three coreworlds the two AIs were using to protect themselves.