Stixon, as I understand you, you can add aditional hardpoints for every defense grid level, but not alter previous hardpoints. Correct? Can you define how many "guns" a hardpoint has? Maybe you can finetune the firepower this way. E.g. make more hardpoints with few spaces each for each de...
let me know if you run into bugs with it I figured that out myself (the maskedbeems thing) and slots are added fine. But the autodesign feature refused to fill them with Balanced & Seige options. The escort one somehow worked fine. So while the player is able to do the trick by hand the AI is i...
Alright! We have a real mod! . Yeah. I bumped into several issues though 1 of them being unable to add light weapon mounts (forced point defence would be great to counter missile threats) and another has to do with Marauders not able to refit their planetary defense though other races do it fine. I...
Cool :) Could you spread the weapons/Missiles/Garrisons over more grid slots? E.g. every defense grid tech gives you two slots, so you have to invest more into building the defenses until you got the whole package? General speaking, do you guys bother with star fortresses and such? I find them high...
UPD. V1.2 of March 23 1) Planet hardpoints now mount medium/heavy/siege weapons or missiles. 2) Introduced a special Planetary (PL) weapon MOD for all medium/heavy/siege beams that greatly increases their Range at EXTREME power cost. Due to that can be used by planets only as they have unlimited pow...