This seems really cool.
DLing now.
Thanks, I liked the idea of being forced to start with a random capital ship. It still has some room to grow and I'm thinking the starting stats could be bumped slightly, but the double increase per level and extra target banks makes any of them fairly tough.
I find it odd that the flag ships take only 50 fleet supply... i suppose the fact that you get only one makes up for it.
Thats a good point. I hadn't really thought about the fleet supply. It might be interesting to tweak it up a bit.
so... I started, and immediatly paused, and saw your spawner. and i got a sova.
Ya, got to be quick. It's a silent explosion atleast so it doesn't distract too much.
You havent messed with abilities yet it seems, cause i both gave em missle batteries, and they both seemed equally powerfull.
Correct. I'm thinking about enhancing the abilities a bit at a time. I may merge with the equilibrium mod first not sure yet!.
A flaghip sova could probably spawn 1/3/5 missile batteries (hehe).
Havent leveled them up yet to compare leveling... i guess i could just look at the raws.... seems like you doubled everything cept the shield mitigation.... woop! you missed the culture repel rate on the kol. (havent checked the other factions)
Yep, so far I have attempted to double the level ups (excluding shield miti).
So current bugs are:
- Kol CultureProtectRate ValueIncreasePerLevel is still 0.05
- Radiance MaxShieldPoints has a whopping ValueIncreasePerLevel of 3600 (WHOOPS!) I was playing against a Psi AI and went holy crap when I saw the level 5 Radiance with 15k plus shields.