I usually search before asking, the search just doesn't work that well.VincentTH wrote: Panda answered this question already. You can't cap them
Well, pity.
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I believe right after the previous OCV has ended, the location and time of the next invasion has already been determined. That is the simplest way to handle the next event.mib666007 wrote:Got a message that OCV is currently invading a sector I had previously owned/abandoned. Is this a bug or intentional? What should I expect to happen? Guess I'll find out soon anyways, SETA'ing on the way...
..so later...
So the invasion happened, I didn't have a satellite so not sure what happened. Xenons own it now
All ATF ships besides Forseti and Valhalla are low or very low in my playthrough. So luckyDarkternal wrote:Valhalla low robustness - 907680 creds
Heavy Osprey is the slowest M6 I believe, even slower than some M7s. I like it too, but after some time trying different ships I chose Tempestine because of its speed and lasers.Fun-X wrote:Its interesting that everybody has a DIFFERENT favorite M6.
My favorite is the Heavy Osprey due to the heavy shields. But I also like the Hydra for being very maneuverable.
I guess I am just going to have to try some more, and see how they behave.
200 fighters will destroy everything in it's path, regardless of shields.Darkternal wrote:How much m4 do you have in your fleet and is it enough to conquer a sector or defend against OCV having m1/m2 in their fleet?Shuulo wrote: M4s (asp, pike) en mass are better imho. You put more guns in enemy's face for much lower cost. I personally fly a wing of cougars though.
The problem with this in 2.3.6 is that the guns are now specialized, so if you use the level 9 perk of fully equipped M3s, you will have to have mixed M3 with the perk default loadout. I use a combination of Teladi Sentinel (8x PBG default loadout of the perk) and Albion Pride (4x CIG default loadout of the perk) to have a 1-2 punch of anti-shield and anti-hull cloud of fighters.Sirrobert wrote:200 fighters will destroy everything in it's path, regardless of shields.Darkternal wrote:How much m4 do you have in your fleet and is it enough to conquer a sector or defend against OCV having m1/m2 in their fleet?Shuulo wrote: M4s (asp, pike) en mass are better imho. You put more guns in enemy's face for much lower cost. I personally fly a wing of cougars though.
That's why you bring M4 instead of M3. Faster, and cheaper.VincentTH wrote:The problem with this in 2.3.6 is that the guns are now specialized, so if you use the level 9 perk of fully equipped M3s, you will have to have mixed M3 with the perk default loadout. I use a combination of Teladi Sentinel (8x PBG) and Albion Pride (4x CIG) to ahve a 1-2 punch of anti-shield and anti-hull cloud of fighter.Sirrobert wrote:200 fighters will destroy everything in it's path, regardless of shields.Darkternal wrote:How much m4 do you have in your fleet and is it enough to conquer a sector or defend against OCV having m1/m2 in their fleet?Shuulo wrote: M4s (asp, pike) en mass are better imho. You put more guns in enemy's face for much lower cost. I personally fly a wing of cougars though.
It will be complicated as far as when to bring the Skunks into the battle because the Skunk only has 5x 25MJ shield and therefore much more fragile than the Falcon Sentinel.
Speaking of repair after battle, how do we automatically bring back the reserved fighters into battle? Currently, it is a pain to manually reassign them to the carrier(s), or I did something wrong.Sirrobert wrote:That's why you bring M4 instead of M3. Faster, and cheaper.VincentTH wrote:The problem with this in 2.3.6 is that the guns are now specialized, so if you use the level 9 perk of fully equipped M3s, you will have to have mixed M3 with the perk default loadout. I use a combination of Teladi Sentinel (8x PBG) and Albion Pride (4x CIG) to ahve a 1-2 punch of anti-shield and anti-hull cloud of fighter.Sirrobert wrote:200 fighters will destroy everything in it's path, regardless of shields.Darkternal wrote:How much m4 do you have in your fleet and is it enough to conquer a sector or defend against OCV having m1/m2 in their fleet?Shuulo wrote: M4s (asp, pike) en mass are better imho. You put more guns in enemy's face for much lower cost. I personally fly a wing of cougars though.
It will be complicated as far as when to bring the Skunks into the battle because the Skunk only has 5x 25MJ shield and therefore much more fragile than the Falcon Sentinel.
Your MLCC carriers will automatically pick up new fighters from the location that you specified as the source of new fighters.VincentTH wrote:Speaking of repair after battle, how do we automatically bring back the reserved fighters into battle? Currently, it is a pain to manually reassign them to the carrier(s), or I did something wrong.
Also, how to reload their missiles when they are docked at the carrier? I know how to re-equip them when in flight, but not when they are docked.
The MLCC command does not do that for fighter payload.
Thanks for the info. By "pick up" you mean the player have to automatically assign home base for the fighters, and send them home? That's what I am complaining about (or don't know how to automate it).Sirrobert wrote:Your MLCC carriers will automatically pick up new fighters from the location that you specified as the source of new fighters.VincentTH wrote:Speaking of repair after battle, how do we automatically bring back the reserved fighters into battle? Currently, it is a pain to manually reassign them to the carrier(s), or I did something wrong.
Also, how to reload their missiles when they are docked at the carrier? I know how to re-equip them when in flight, but not when they are docked.
The MLCC command does not do that for fighter payload.
They will also automatically deposit damaged fighters in the location you specified as repair place.
If those 2 places are the same, then any damaged fighter becomes a reserve fighter, ready for pickup, after you repair it.
MLCC also automatically handles fighter missiles. Just make sure the dock has a stock of them.
When setting up your MLCC carrier, you chose a fighter Template to serve as it's designated fighter. Then, you pick a homebase for that fighter. That homebase is the place your carrier goes to pick up new fighters when it's not completely full.VincentTH wrote:Thanks for the info. By "pick up" you mean the player have to automatically assign home base for the fighters, and send them home? That's what I am complaining about (or don't know how to automate it).Sirrobert wrote:Your MLCC carriers will automatically pick up new fighters from the location that you specified as the source of new fighters.VincentTH wrote:Speaking of repair after battle, how do we automatically bring back the reserved fighters into battle? Currently, it is a pain to manually reassign them to the carrier(s), or I did something wrong.
Also, how to reload their missiles when they are docked at the carrier? I know how to re-equip them when in flight, but not when they are docked.
The MLCC command does not do that for fighter payload.
They will also automatically deposit damaged fighters in the location you specified as repair place.
If those 2 places are the same, then any damaged fighter becomes a reserve fighter, ready for pickup, after you repair it.
MLCC also automatically handles fighter missiles. Just make sure the dock has a stock of them.
That's why you should choose m6 with good side guns, not only main. There are no avoidance problems when your ship can fire from any direction. Can anybody give a save where MLCC has a lot of m4s? I want to test if it is so good as it's said.VincentTH wrote:The problem with 200 M6 is the collision detection/avoidance script. I've learned my lesson!!! I only use M6s as MLCC missile bomber!!!Darkternal wrote:I'm using 200 m6.Sirrobert wrote:200 fighters will destroy everything in it's path, regardless of shields.
Sirrobert wrote:When setting up your MLCC carrier, you chose a fighter Template to serve as it's designated fighter. Then, you pick a homebase for that fighter. That homebase is the place your carrier goes to pick up new fighters when it's not completely full.VincentTH wrote:Thanks for the info. By "pick up" you mean the player have to automatically assign home base for the fighters, and send them home? That's what I am complaining about (or don't know how to automate it).Sirrobert wrote:Your MLCC carriers will automatically pick up new fighters from the location that you specified as the source of new fighters.VincentTH wrote:Speaking of repair after battle, how do we automatically bring back the reserved fighters into battle? Currently, it is a pain to manually reassign them to the carrier(s), or I did something wrong.
Also, how to reload their missiles when they are docked at the carrier? I know how to re-equip them when in flight, but not when they are docked.
The MLCC command does not do that for fighter payload.
They will also automatically deposit damaged fighters in the location you specified as repair place.
If those 2 places are the same, then any damaged fighter becomes a reserve fighter, ready for pickup, after you repair it.
MLCC also automatically handles fighter missiles. Just make sure the dock has a stock of them.
When it does this, fighters that exactly match the Template will automatically be assigned homebase to the carrier, and dock at it.