V3.0.0 Changes Discussion Thread

What is a target? any enemy ship passing within missile sensor range?

Any ship whose empire has been set as hostile is a valid target. Though, you now have me wondering about lurker AMMs…

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Looks like it. It was already possible to do with a 3 stage missiles but now it’s a lot easier to do and a lot less of a hassle to design.

I cannot wait for mines/lurker mode! So excited.

AMM minefield around your colonies! Around defended jump gates!

Finally, the mines will always work correctly.

Now it’s not civilians who will suffer attacks from Raiders, but Raiders who will suffer attacks from missiles. Surprise, motherf***er!

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This has potential for encountering [Spoiler] minefields when exploring.

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New change is welcome - Saves time scanning for active FC ships.

“Increment length adjusted due to active fire controls on XX Ship Name”

So first of all-- amazing cause I once spent a good whiles wondering why the game slowed down only for it to be my fighters which were getting overhauled having had fire-control active from their last sortie.

Question, would it be able to list the fleet the ship is in as well? Like '…controls on XX Ship Name in XX Fleet Name’ or something similar, or would Ship Name be enough for most people to find it?

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Ship name is enough. From that you can go to the ship design window, select that class, then there is a tab to see a list of all ships in that class along with what fleet they are in.

Or on the tactical map, misc tab and click the cease fire all button to stop all your ships in every system at once.

If you get this message, just click Cease Fire All Ships on the sidebar of the tactical map.

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Now that xenoarchaeologists have something to do long-term, will geological surveyors get a similar treatment? They could potentially do things like act as mining installations, or improve accessibility while present, or even reduce combat penalties on difficult terrain. Anything to get away from constructing one or two formations and then never thinking about them again.

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Is there an upper limit on how long a lurker missile salvo will persist? Is there a limit on how many any one PR/NPR can have active at once? And any idea on what the performance hit is if there are thousands of them evaluating for their trigger condition?

SJW: No limit on time or numbers. Detection only runs for a system where there is more than one race present.

I’m more curious as to why its not called Loiter mode :smiley:

IMG_2878

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Loitering does not mean hidden. Mines are hidden.

Only in the sense that they’re missile-sized and have a low thermal signature, like any other buoy.

Geo teams being able to add say, upto .1, With a large enough team depending on body size. Or something to that effect would be neat.

Not that big of an effect, but could make some .1 deposits more viable in a crunch

SJW: Ground-based geo survey can already improve the accessibility of deposits

Geosurvey units can already increase the accessibility of an existing deposit, I believe. It’s just very random.