Some Feedback after playing some (early) games with 1.3:
The Settings to change the gravity-well effect according to size of the ship is especially awesome.
It allows for interesting choices when designing ships, since now it can be a huge benefit to keep a design small instead of just creating the biggest ship allowed by techlevel.
I managed to integrate the Hangar changes into the mod i currently use. But now when i autoupgrade designs, all Fighter Hangars get upgraded to Bomber Hangars of the same techlevel.
It's only a minor issue that can be corrected easily manually, but if someone knows how autoupdates are selected, it could help.
Explorers are buggy when given order to explore a specific System. They start exploring the System Bodys but then end Exploration early (and give the Mission complete message) with some System Bodys still unexplored.
Full Auto or giving order to explore the full sector seems to work flawlessly, so ist also only a minor issue. I assume the AI is using full Auto and wouldn't be affected by that.
Pirates seems to get very nerfed with the mod using the default Settings.txt. Where i was harrased constantly earlier, i now hardly get pirate visitors or pirates attacking my bases. Part of it is probably to be expected with the general slowdown of the early game due to gravity wells and having to slowboat around most of the time. I also suspect that the new buff to troops of Independent colonys is nerfing the pirates, since they can't raid them anymore.
I tried the new state gas miners but still need to figure out the best way to use them.
I mostly attempted to use gas miners to supply some extra caslon (fuel) to starports without a fuel base in the same system
I found that i can't create a fleet with the ships but can group them and assign them to a saved selection, so i can access the group easily. I also figured, the ships will drop off their mined cargo at the nearest starport when filled up, but will not return to the planet to mine more, but instead give the orders completed message. Having to reassign each single ship after each tour is quite alot of micromanagement, so i cant imagine using them for more then one such starport in the later game, due to the excessive micromanagement. If i missed a better way to use them, i'd appreciate a hint :)
I actually haven't noticed ships stuck in a warp Loop. But i do see alot of movement vectors pointing to 0,0 (top left corner of the galaxy map). Usually the vector is only temporary and doesn't cause the ships to actually fly in that direction. But rarely i have seen ships try to go there, until they run out of fuel and return automatically.
In the fighters.txt that comes with the mod, the damage of Bombers is tripled as explained in the thread. The damage falloff by range that comes with torpedoes is not tripled however. I'm not sure if that is intentional or an oversight. For my game i tripled the damage falloff. otherwise that Torpedo downside compared to missiles gets meaningless after some techs.
Other then that, i like the mod quite alot.
I will reduce the new troop setting for independant colonys for my next game and see how that affects pirate activity.
< Message edited by Azik -- 6/22/2017 12:06:16 PM >