As time of writing (patch 3.6.1) the AI doesn't build shield hardeners so focus on penetration weapons, fallen empires are weak to Hybrid-Battleships and Artillery-Battleships. IF YOU ARE FIGHTING FALLEN EMPIRES: 2:1 Battleships to Cruisers or even more Battleships. S-Slots: 6 Autocannons (or 6 Disruptors if the enemy doesn't have Shield Hardeners)Įxtra Notes: These hurt battleships a lot, even against XL weapons enough usually gets through and destroys every battleship in its path, against hybrid-battleships you slightly lose but it's closeġ:2 Battleships to Cruisers if the enemy has a decent amount of battleships (~40% or more of enemy fleet size is battleships)ġ:1 Battleships to Cruisers if the enemy has low amount of battleships (lower than ~40% of enemy fleet size is battleships) Sections: Volley Bow, Torpedo Core, Gunship SternĪrmor/Shields: 4 Armor - 4 Shield (If you don't have enough energy replace some shields with armor)Ī-Slots: 3 Shield Hardeners (or Afterburners if fighting Artillery-Battleships) Techs needed: Cruisers, Torpedos, Autocannons, Shield Hardeners (optional: Afterburners) Weaknesses: Slightly loses against Hybrid Battleships and Ship-of-the-Line Cruisers Strengths: Hard wins against Artillery Battleships IF THE ENEMY DOESN'T HAVE SHIELD/ARMOR HARDENERS: IF THE ENEMY HAS SHIELD/ARMOR HARDENERS (do this if you don't know and want to be safe):Ĭhange Section: Broadside Stern -> Artillery SternĮxtra Notes: The giga cannon and artillery are used to break shields so strike craft and torpedos that were being stopped by shield hardeners can get through. Sections: Spinal Mount Bow, Carrier Core, Broadside Stern (Artillery Stern if enemy has shield hardness)Īrmor/Shields: 3 Armor - 3 Shield (If you don't have enough energy replace some shields with armor)Ī-Slots: 3 Shield Hardeners (2 Shield Hardeners if you're using Artillery Stern) Required Components: Artillery Computer (Line Computer if fighting only battleships/cruisers) Techs needed: Battleships, Megacannon (or Arc Emitter), Autocannons, Shield Hardeners (Optional: Disruptors) Weaknesses: Hard loses against Artillery Battleships Same relic can be added multiple times.Strengths: Hard wins against everything except itself and Artillery Battleships Grants, writing all instead of the ID grants all relics. Increases the empire's Opinion of the empire by, default 40Ĭreates of pops from on the selected celestial body, entering without ID reveals all species IDs If a modded starting system was not used, the player's pops will always be 0 to 32.Ĭheats are console commands that can be used to give unfair advantages as opposed to sole testing purposes.Īctivates the specified Ascension Perk, pressing tab reveals all IDsĪctivate_ascension_perk ap_mind_over_matterĪctivates the triumph effect of Īctivates the specified Tradition, pressing tab reveals the namesĪdds to the selected celestial bodyĪdds of intel towards, default 10Īdds of loyalty from, default 10 Pop IDs can be read by hovering over a pop in the population tab.If a modded starting system was not used, the player's starting science ship will always be 0. Ship IDs can be read by hovering over a ship in the fleet window.If a modded starting system was not used, the player's empire will always be 0. Empire IDs can be read by hovering over an empire's flag in the contacts menu or its borders on the galaxy map.If a modded starting system was not used, the player's starting leaders will always be 0 (ruler) and 1 (governor). Leader IDs can be read by hovering over a leader in the leaders or empire menus.If a modded starting system was not used, the player's species will always be 1 for the main species and 2 for the syncretic/cyborg/bio-trophy/prepatent species. Species IDs can be read by hovering over a species in the species menu.Species, leader, empire and pop IDs however are defined when the game is created and have to be found with the debugtooltip command. Features: -Fully working Mega-Class Star Dreadnought -Acts like a juggernaut, Can build ships and star destroyer like Xyston-Class Sith Destroyer -Custom Weapon Dual Ultra Heavy Turbolaser -Cannot be killed, Only Disabled (READ NOTES, YOU’VE BEEN WARNED. Most IDs are predefined and can be found on the ID page.
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