AnnoyingOrange -- thanks for all the reports!
Golems and Arks:
* The "Officer Fleets" with the Arks and Golems should now generally be 3-5 planets away from the AI homeworlds, rather than directly adjacent to the AI homeworlds frequently like they were before.
** There are still very very few of them, and if they feel like an afterthought then we really need to pump them up in terms of power. But they're expensive and far away so that they can be late-game ringers for you, exciting last conquests, essentially.
And then:
https://bugtracker.arcengames.com/view.php?id=21471Centerpieces thing:
* The "multiplied_frigate_ship_cap_for_mobile" and "multiplied_strikecraft_ship_cap_for_mobile" have been removed, as these were things that caused the number of ships to be increased at specific centerpieces.
** Prior to us being able to swap units between lines, that was no problem. But now it's something that was just confusing, and there are better ways to accomplish the equivalent thing.
** For Arks and Golems (officers), having larger fleets isn't really the point anyhow; they should be bigger and scarier on their own, and the fact that their fleets are not really better or worse than other fleets is fine.
*** In the future, we can make it so that they pull from a separate set of fleet designs that have larger caps built in, if we want, and the good thing is that then when there are ship swaps between fleets, the extra ships will transfer properly. There doesn't seem to be a need for that right now, but the important note is that it's actually possible if we do feel inclined.
** This change is going to reduce the ship counts on a lot of the fleets, in existing savegames as well. If this is a problem, then please let us know and we can adjust the seeding count ranges on the fleet designs in order to rectify that. But in general it MAY be that people were having a few too many strikecraft and such anyhow, and that Golems/Arks are underpowered; we want you to feel inclinded/excited to pick up those officers in the late game, but it may have been that the regular ships were so plentiful that it wasn't really worth it.
And also:
* The swap ship line interface now shows you how many ships are in the cap of each line you might be trading. This way you can more easily see the actual relative powers of ships with the same line type, for instance, but different caps.
Relating to reprisal waves, I assume you mean the new counterattacks mechanic, correct? I can't remember for sure, but I think that it is treating higher-mark losses as identical to lower-mark losses. Maybe it shouldn't do that after all. Or maybe it needs some other tuning. If you have any suggestions or savegames about specific stuff with that, I'd definitely be interested.
Thank you!