dsiwko

dsiwko

Joined Member # 3050231
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[quote]It increases the number of strike craft in a squadron, not the number of squadrons.[/quote] I think there's a second tech that does that. I may be wrong. I'll have to check again tonight or possibly over lunch.

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I forget the name of the tech upgrade for the hangars, but the one which grants an extra squadron to Advent hangars - I think it be broked. I was playing yesterday, and researched it - it appears to have 2 levels, each granting an additional squadron. Level 1 upgraded my hangars from their base 2 squadrons to 3 squadrons each. Level 2 however (despite the tooltip saying Additional Squads: 1 --> 2) left my hangars with only 3 squadrons each after finishing the second level of research.

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I noticed last night when playing a rough defensive game, the Fighter/Bomber AI needs a beating. While I was defending my planet against a few caps and a host of frigates, I noticed that whenever siege frigates entered into the picture my BOMBERS would immediately break off and go after them, while my FIGHTERS kept on plinking the cap ships. Only after the siege frigates were destroyed would the bombers go after what should be their primary targets, the BIGGER ships. In fact,

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I'd like to see pirates be a bit more meaningful. They basically throw themselves at you like lovebugs to a windshield. - As was previously mentioned, randomize the timer a bit. - Also... give no warning when an inbound attack is coming (unless you have the tech to detect it). - DO give warning when an OUTBOUND attack is happening, so as to be able to coordinate possible offensives. - Let the pirates go a bit deeper than edge-worlds. Why not? - Let pirate's determine w

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