Lightning Torpedoes (spawned by Lightning Torpedo Frigates) can now be given direct commands from the player.
>D Unlimited power! >D
Yea, I'm sure those will be cheesable out the wazoo. But it's advanced enough and probably fun enough that that's fine, the nerf will eventually come
During one test (before controllable torpedoes) the full I-V caps of frigates built up a really honkin-big pile of torpedoes during one attack, such that pretty much
any follow-up attack that came in was simply
annihilated by the "stockpile" due to the 3-minute lifetime.
Flashbacks to Harrington podnaughts stacking salvos.
As I understand it, the batch explore will, lets say, build 20 scout mk2s, and then just issue the auto explore for them?
I dont suppose it would be possible to set up a modified picket order?
What I am looking to do is automate putting up single scout pickets on planets 2+ away or so. In theory, all I want this to so is to group move the entire set of scouts to a planet that needs picketing. After all scouts have arrived, and stopped, it then leaves one behind and repeats this order.
Probably a lot more difficult to implement then that, but its something that would likely save me a lot of time (up to date scout intel is super important)
I did actually implement a scout-picket equivalent setting but it's a lot more fiddly to work with so I commented it back out. Basically there are two things we'd want it to do to be properly automated:
1) If multiple scouts succeed in picketing the planet, either scrap the extras or retry the picket logic with them
2) And whenever a scout successfully pickets, reduce the "target batch size" for that scout type on the building space dock by 1 (otherwise it will never send another batch)
And neither of those two things is really all that reasonable to code, I'm afraid.
But you can use the "manual" "Auto Scout Picket" order from the context menu with scouts selected to send a batch of them out to try to picket stuff. You'll need to scrap the "extras" on each picketed world manually, though (it won't send one at an already-picketed planet, but it may send more than one against a non-picketed planet because one may not survive).
On MLRS guardian being Medium hull: yea, there's the MLRS fleet ship, and there's also the more recent rule that guardians should be medium hull so that fighters counter them. But given the MLRS bonus vs light, I can just make these have an artillery hull so bombers counter them (as they counter missile frigates) instead.
Oh and Keith you gave the Raptor a 5 bonus instead of the 6 you posted.
Haha, oops. It's just a typo in the release notes, 5x is what it needs to be to give the relative percentages listed. If Raptors weren't cloaked (and blazing fast) I'd go for 6x and maybe some more base dps, but as it is that'd be a bit much.
On the Infiltration and Raid guardian exo cost thing... yea, they get more DPS than the Raid Starship, and start 1 tier lower exo-wise. The Raid Starship has more durability due to the armor, and more speed, but that is a bit out of whack. Will actually just bump all the non-dire guardians up two tiers. May be a little too nice but not by much.
On the AI unit dancing I'll take a look; some exos naturally dance due to a long range leader (and all do when approaching a wormhole transition, in many cases) and the fact that the AI doesn't take 10-30 seconds to loop through all its units in a significant battle anymore sometimes exhibits behavior which looks like that, but it sounds like it may be conflicting with the "Galaxy-Wide-Chase" targeting of the exos, which is something that can be fixed.
Normal threat dancing is probably something else, and probably not real dancing (i.e. the situation is changing, so its decisions change, but eventually settle on something if the situation warrants it), but if there's any saves where it can be demonstrated I can certainly take a look.