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About the part with the damage numbers not translating 1:1 to damaged armor tiles: I would think that some weapons are specialized in dealing structural/internal damage, so this might be intentional.

Again, this was the only weapon that did not match, even though other of its family did.

Specialisation against internals exists in the form of bonuses to inflicting criticals, and ill cover those in the next one. Im redoing the first 2 to make them look a bit neater and filling some blanks in them. I should have those 2 done tonight, maybe the 3rd aswell.
 
Again, this was the only weapon that did not match, even though other of its family did.

Specialisation against internals exists in the form of bonuses to inflicting criticals, and ill cover those in the next one. Im redoing the first 2 to make them look a bit neater and filling some blanks in them. I should have those 2 done tonight, maybe the 3rd aswell.

Ah, ok, sorry then, must have missed that. Anyway, you're really doing great work here! :)
 
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Just a quick question that came to my mind (sorry in advance if I missed an answer to that aswell): What exactly does the 'all' target priority do? Just choose the nearest target? So if I set a weapon to PD and there are no tracking weapons flying around, it will still fire on anything else, right?
 
Done. Wish the armour damage pattern was shown in the design screen, I thought it was going to be.

Agreed, since its kinda vital to plan weapon combos out. Ill do a sheet with lots of them like I did for those 3 at the bottom when I get around to it.

Just a quick question that came to my mind (sorry in advance if I missed an answer to that aswell): What exactly does the 'all' target priority do? Just choose the nearest target? So if I set a weapon to PD and there are no tracking weapons flying around, it will still fire on anything else, right?

Yes, all is basically no priorities. If set to any other, it will shoot at those targets first, then the rest. Hopefully theyll add a toggle to make priorities exclusicve later (ie, PD only).
 
Those armor damage patterns are very interesting, love how plasma cannons can blow out the armor from inside, and how mass drivers literally create a crater in the armor :D
Could be easy to make the ui let you make priorities exclusive, like right clicking on it could add a little "lock" icon, meaning it will ONLY fire on the selected targets :)
 
It seems like the stances are not COMPLETELY broken. On at least two occasions I have managed to get my ships to both pursue, and draw back to stand off mode (playing Tarka). However, I have NO idea how to reliably reproduce it. I have tried setting the modes for individual ships, tried targetting both before and after setting stances, tried using only dedicated combat ships, tried using support ships, tried while the ships were holding position as well as moving. Anyone else that has been experimenting with this or by accident made stances work? It would be a great boon if we could figure out some reliable way to make it work, since combat would be a lot less tedious.
 
I just managed to get the stances working again, in a big battle against the Morrigi. It didn't trigger immediately, but only after I had done some spinning and rolling, and the first Morrigi ship had been destroyed. Some observations:

It seems that like in the first game, you NEED to have a target assigned (by left clicking) for most or all of the stances to work.

Your ships doesn't necessarily seem to stay in place, but move around a bit when set to for example "Pursuit" even though their target is stationary.

The "Stand off" stance seems to tell the ships to move close enough for their shortest range weapon to get within maximum range, not their longest range weapon. My cruisers were outfitted with AP Mass Drivers, AP Heavy Drivers and UV Lasers, all three weapon types were shooting and hitting.

"Retreat" simply seems to make your ships leg it from their target.

Might come more if/when I get to grips with the stances to a larger degree.
 
At slow speed, you accidentally typed that the ship goes faster, instead of slower.

Whoops. Thanks for spotting that. Good thing that hasnt been distributed elsewhere yet. Ill switch it for a corrected one ASAP.

EDIT: Done, correct link is http://img715.imageshack.us/img715/1795/newtactical101.png

On that note, if anyone has suggestions/corrections to these, either content or layout wise, please let me know. The first 2 were rather 'rough' as I just wanted to get the info out there, as you can see I'm redoing them to a slightly better standard.
 
Can anyone please explain, how exactly do i deploy ships in Defense Manager? I have two fleets, one on patrol in my system, other on invasion in enemy's. I goto Defense manager, try to drag-n-drop anything i can see - fleet itself, individual ships, ship groupes - to no result. Fleet does not drag at all, when i drag ships outside fleet list the mouse cursor changes to "forbidden" sign. What should i do?
 
Can anyone please explain, how exactly do i deploy ships in Defense Manager? I have two fleets, one on patrol in my system, other on invasion in enemy's. I goto Defense manager, try to drag-n-drop anything i can see - fleet itself, individual ships, ship groupes - to no result. Fleet does not drag at all, when i drag ships outside fleet list the mouse cursor changes to "forbidden" sign. What should i do?

Are you dropping them in sectors under your control?

Do you have a formation using ALL of the ships in the fleet assigned in the Fleet Manager?

Both need to be true.