Kharan Junction "had" a planetary shield which, from the Galactopedia, is supposed to protect the planet and its population from bombardment damage; again, apparently not.
Shields protect populations from "normal" bombardment - the weapons in the "bombardment" weapon path in the tech tree. Whether this protection is absolute or it mitigates the damage is something I haven't had the option to test.
The "super laser" which blows up planets isn't a "bombardment weapon". Its effects are special. As a "super weapon", it's far too powerful to be resisted by any shield, and as such, any planet hit by it goes pop - shield or no.
By the way, the planet explosion was spectacular if very disappointing from an owners perspective.
Given their position, that being on the exploding planet in question, their perspective was probably quite limited. Either that of a bright light in the sky, or sudden darkness as the planet explodes with such force that their bodies are squashed flat onto the disintegrating landscape by the force. However impressed or unimpressed they were with the explosion is a question left for practitioners of necromancy.
I've given up on that game as I don't know how to combat an opponent with an unstoppable planet killer weapon.
Don't let them have it.
It takes ages to repair, so your explorers should have discovered the project (explorers not identifying debris fields, projects and exploring ruins is a defect that has been called out several times - feel free to add yet another bug report).
My usual tactic, once one of the "world destroyer" projects is discovered, is to either start repairing it myself - or if someone is currently repairing it, a few blasts to encourage any would-be repairers to find other activities. There's a diplomatic ding for doing so, but sometimes it doesn't matter, or can be countered with a few financial gifts. Either way, the benefit of the ship (tech bonus while repairing it, and military oomph when it's repaired) make the costs trivial in comparison.
Otherwise, position an explorer ship in the system and send every intel agent you have on sabotage missions against the constructor fixing the ship. Rinse and repeat till done.
If you aren't willing to rattle your saber over the uber-ship, then you can always send a task force to blow it up as it's being repaired (and thus not owned by anyone). You can blow up the ships under repair without any diplomatic hit.
Failing all of the above, it's just a tarted up capital ship. Sick enough ships on it, and it'll go bang once you've worn down its shields. Just make sure to send some ships with "hyper deny" ability - it'll try to run once it's shields are worn down, and given that it has 3000+ shields, it'll be trying to run long before you've carved through its shields. Oh, and don't bother sending "rail gun" ships after it. It's armour is thick enough and advanced enough that you're VERY unlikely to hit internal systems with them.
Plus, the game crashes were become a real pain. I have autosave set at every ten minutes which saved me several time but the game crashed once during an autosave! Also, I set space creatures to "zero" and still had them at spaceship graveyards but I took care of them with the editor (I reported the bug).
To turn off debris fields, you need to turn off the story line options. No other way - aside from manual removal with the editor. Sorry.
As for crashes, it's an ongoing headache for Elliot, I am sure. Post a report and a savegame, and hopefully he'll fix it.
My theme is "Star Wars" with all my Star Wars music converted to mp3 and now played in the game. Good stuff.
Do you mean that you're using the "Star Wars" mod? It may be that this is causing your stability issues. Try removing the mod - if your stability problems cease, then it's something you need to take up with the mod author.
< Message edited by Kayoz -- 4/25/2012 5:00:12 AM >