I belive it is normal, though poorly documented behaviour for troop transport modules to provide 1 of each defense in some situations. I'm not really sure why that makes sense in the game, but that's how it is. The extra attack for ships in orbit is also not well documented, but is also by design. That one at least seems reasonable to me, as you'd expect a garrison fleet to be better prepared and supplied than one deployed in deep space. How is the strategy of putting transpo
BlckKnght
Each sector is 15x15 parsecs in size. So a 3x3 sector map is 45x45 parsecs, so 2025 total squares. 16x16 sectors is 240x240 parsecs, so a total of 57600 total grid squares.
Hmm, no responses to the OP. Perhaps a bump is needed?
I was designing some ships last night at around 4 AM (damn you Stardock!) and was trying to work out in my head how they would stack up against some of the ships my opponents were fielding. Unfortunately, figuring out damage probabilities for differing amounts of attack and defense were too much for me to do in my sleep deprived state, so I found myself making a lot of rough estimates. This morning the question kept nagging at me, so I decided to grab a pencil and paper and find a formula f
I understand the idea of weaponless defenders in the early game, but what I think the OP was wondering about is why the AI would put defenses on those ships. I have frequently wondered at that myself. I see it especially from the Drath (who always seem to research a few levels of armor and/or shields before they develop any weapons tech). A 0/1 defender is just as dead as a 0/0 defender if an enemy ship shows up and starts shooting. It's more expensive too. On a similar