Mouse pointer disappears from the start of the game. Can't play. What could be a solution? Thanks.
Hmm - a quick solution would be to edit data/config/settings.json and set useSoftwareMouseCursor to true.
IIRC this can happen when you have mouse cursor trails turned on in windows, so if that's the case, turning them off should also do the job.
- It have 400 range that cannot be increased by any means , like your normal PD laser which have 500 range can be increased to 800 range with capital grade ITU, here is can just barely hit out of a capitals frame
One thing worth nothing here is the 400 range is in addition to the "targeting oval" of the ship, i.e. an approximation of the ship's size, so its range from the center of the ship actually increases with ship size - basically, it covers roughly the same distance away from the ship, regardless of the size of the ship.
I dunno how intended this is, but when Mk I takes explosive damage on vambraces, some of it passes through onto the actual ship. I.e. the game applies the 21-cell damage matrix to the vambrace and because hull is close enough to the outer cells, it takes damage as well.
(I assume stations are the same, only I never noticed because they're larger?)
Ah, yeah, that's how it works - the game doesn't try to figure out if the armor module "should" have blocked this hit or not given the specific geometry of the impact. Hitting *shields* does prevent the splash from hitting other modules, though.
The Astral changes are interesting.
Between the targeting core now being compatible with advanced optics, the Trident getting a fairly major buff, and the buffs to carrier skills, using one as a flagship is actually quite possible. I can run a Longbow+trident+drones horde that takes minimal casualties to PD and can insta-kill destroyers, hard-pressure cruisers, and hammer at capital ships just as well as a 'conventional' ship, with relatively minimal risk to myself since with the energy beam combos the Astral can really reach out and hit someone in a manner similar to the Paragon.
*thumbs up*
@Mishrak: btw, finally had a chance to fight against a "many Hives and Overseets" fleet, that was a fun experience, haha. So many missiles! Managed to do it with my Eagles/Odyssey fleet with some minor losses. Was interesting trying to time the fragment missile waves from the Hives and make sure shields/getting away was an option at the right moment.
Heck yeah. Your Doom was AI controlled? Pretty interesting to see that working.
Yeah, AI controlled, with a level 7 officer with SysEx. Didn't micro stuff, btw - just gave one set of orders right at the start of the battle ("capture" every objective, two Defend orders right at the top middle of the map, maybe a square apart), and that's it. To me it feels like the "capture" orders are pretty important - the way it goes bad for me is when a Skirmish Unit sneaks through and grabs a point and all of a sudden they can build more stuff.
* I found a minor bug with the new Salvor's Tally system. If you get survey data for a planet with ruins you've already explored, the salvor's tally will put a permanent "unexplored ruins" item on the relevant system, with no matching set of ruins to explore.
I'm not sure what you mean by "get survey data" - by what means, by surveying the planet yourself, or in some other way? Trying to figure out how you can get survey data for a planet you've already explored. From some kind of derelict special?
* I've finally figured out how the Anubis works, and I've concluded that it's the most fun, ridiculous ship in the game. I've stuck an HIL, two Paladins, a Swarm Launcher, converted hanger, expanded deck crew, and just enough Flash bombers to get me to exactly 240 DP (by skipping CH on half as many ships as not, and taking ITU instead), and it's the most absurd thing. The HIL might overflux it in normal conditions, but if you're using the fighter bays, low DP, and universal mounts right, it compounds the missile/fighter saturation enormously by forcing shields up and forcing them into a single direction out of the dozen directions dangerous things are coming from. I've skipped hullmods and flux stats that any other ship would have, left a medium universal mount completely empty, forced it into a dozen different unconventional directions that'd be mutually exclusive anywhere else, and the horrible thing I've made not only works, but works exceptionally. In conjunction with my flagship, a much less optimized version of this build beat the special bounty with only a single Anubis lost (due to poor micromanagement on my part).
That's awesome! Sounds like a fun build, makes me want to try it

* Is fragment coordinator bad, or do I misunderstand how it works? I don't ever see any of my ships at high enough fragment count for a capacity increase to be worth having.
It's probably not great, just seems like there should be a way to get more fragments if *something* needs them. I could see it being useful for, perhaps, launching more swarms at the start of a battle, or something along those lines. But I wouldn't expect it to be generally great, it's kind of like flix in that you'd usually (but not always) max vents first and capacitors last.
3 Fabricator is the easiest of the three Fabricator combinations. 1 and 2 Fab can be very similar in difficulty based on the amount of guaranteed hives and overseers. My personal experience with the fleet combinations I've used has been that 1 Fab has been the hardest, but it's very close to 2 Fab.
Just to confirm: is this from RC8, or prior? The Fabs should be a touch stronger in direct combat in RC8; probably not enough to make a huge difference, but still.