Yes... I said the exact same thing no matter what type of game you play or how many enemies, it is choosing the closest spawn points to you first.
Kremblin89
It worked ok for 1 game on the Test Edition when the Vasari update was pushed through. I played on that as Vasri which resulted in all 3 TEC enemies starting on the opposite side of the map. On the updated regular version, they always spawn within a few jumps of you.
It seems to work sometimes... I played on Twin Giants as Vasari and it spawned me on one side of the star and 3 TEC on the other side. Tried it as TEC and I was like 4 jumps from the nearest Vasari.
if you blow up all research stations you lose access to any completed research, eg new ships etc. Unless that changed in the last patch or 2.
Yes... the ai targeting is the same for both PC and AI fleets so your ships will auto target the starbase shell as well unless directly given other orders. It is basically impossible for me to replicate as I would need to attack a planet that starts construction of a starbase and kill the constructor or planet before it starts building. I would recommend sending the save file if possible to the devs so they can find out what is happening.
You can abuse this when defending as well... plop down a Starbase when you need a exotic to build it. This will place the "ghost" of the building but will not start construction until the exotic is complete. The enemy AI will all start targeting the invincible non existent Starbase shell over anything else in the gravity well. Just cancel building the exotic and the Starbase shell remains unless you cancel it as well and will absorb the majority of the enemy firepower while your fleet goes to
Did some testing, they do target missiles in range but if they have already locked onto a target they tend to focus on that instead of any new missiles. You can test via sending any missile ship (I was using the Marza), and sending it to the nearest planet with a Garda defender. The Gardas will lock onto the Marza and not shoot at incoming missiles. If you send a single frigate first and send the Marza as the frigate is about to be destroyed the Gardas will attack missiles before they get int
I think it has to do with the priority attack section in the entity file for them... it's set up to attack torpedoes but not missiles. Will attempt to change it tomorrow and see if that fixes it.
Thank you, also found out that works for planet upgrades so you can change them as needed.
How do you change/refund the Salvage Policy on your starting Cap? I guess it's ok to have early just in case you lose it but after the first 15 min I would much rather change it to something more useful.
Pretty sure I have tweeted less than 10 times total since it came out... EDIT: just checked my acc, I was a bit off, I had 12 total replies.