CPA wandered in. 15,000 ships turned into 26 Hunter killers MV 4 under 300 Spire Shield Barriers. Bye bye humans as the AI just rolled over me completely. That force can't be stopped without a Armor inhibitor, a fully ready Spire Fleet and just about every human ship ready to fight back. I don't know if I could break that somehow. This adjustment to Carrier certainly just changed the balance of the Fallen Spire a lot.
Yeah... That pretty much kills the Fallen Spire or multi-homeworld games.
Popping a carrier such that it has to "combine" ships due to high AI population on the planet already will now produce somewhat more... enthusiastic results on higher difficulties.
Now my Warp counter attack waves has 11 Hunter killers Mk2 in them...
How many carriers was it? Just as a little bit of math time, 11 Mk II H/Ks is about 16,000 Mk V fighters worth of firepower and 'merely' 2700 Mk V fighters worth of HP (Plus immunities to Gravity, tractors, etc).
I decided to take a look at what it would do to a game I just finished:
At about 5 hours into the game, 1 world (my HW), with AIP=100, a near max-time wave of about 2300 Mk I missile frigates turned into about 75 guardians+starships (mostly high-mark) and a golem. In the game I just finished, I would have defended the wave with no serious problems. In this game, I got smashed.
I've attached the relevant chunk of the Wave and Event logs, but here's something I notice right away.
2300 missile frigates. According to the Event point values that's about 18,000 points. The Event pick used 52,000 points to generate the attack, however. That's 3 times as many points!
Heaven forbid what would happen if the AI had chosen to send Laser Gatlings or Neinzul at me, instead.
What I did was factor in the usual multipliers applied to exos (mainly based on AI difficulty and the number of human homeworlds). That might turn out to be a little much
Could this be resulting in applying the multipliers more than once? Initial wave generation, then again when deploying from the carrier?