


Ion cannons – Starbases can deploy expensive defense modules that hit targets on the other side of the system with a powerful attack.Titan class ships – Players are now capable of building strong capital-sized ships that offer tremendous bonuses to vessels under their command.Planetary destruction – Ability to construct a special late-game planet-killer ship nicknamed "Colossus", a technological super-weapon that can, in one of its 5 configurations, shatter entire worlds.These features are only available if the accompanying DLC is activated. Have them flip the stations to their control like in a war against Fanatical Purifiers, or have them burn across the territories of both AI and players, but that's far too severe a setback to subject only the player to.Expansion features 12 systems, 900 influence, 300 months, 25 years of influence, just gone, because I didn't think to position a fleet to deal with an incoming war fleet from someone who'd never actually declared war on me, that was crossing from a federation associate's territory and hadn't attacked the associate at all. Not capturing them, just straight-up blown up, like I'd never claimed the system. Khanate Horde Fleets - Drove through 4 AI players' territories without doing a thing to them (and they weren't Satraps), then started completely destroying my outposts. Marauders - Marauders attack everyone between their start point and their actual target, often expending themselves before reaching the target.and how did I find this out? I pointed the marauders at someone on the other side of my territory.and watched the marauders burn down one of my heaviest-defended systems along the way! (I had a strong tech lead on any of the AI, and this system had a Star Fortress with 9 defense platforms and 2 each gun/missile/hanger modules. To double down on the injury, a pirate who's destroyed (and presumably looted) 1000 minerals worth of stations.only has 50 minerals in his treasure cache. Especially with the new claimed territory design making it very impractical to claim every system, and the higher demands on energy making it impractical to build defense platforms in every system, this seems a bit absurd. With how often they spawn and how quickly they ramp up, they can utterly destroy your economy before you can catch up to them with a fleet, and outposts aren't enough to hold them after the early game, even with DP's. The problem is, after that first raid, they seem to have a 50/50 chance to either never leave their base, or switch to marauder AI and just gut system after system until they're stopped. In other words, you shouldn't have to send a fleet that's fighting a crisis or war 3 years into your backline to deal with a basic nest the instant it spawns or face debilitating destruction. This is pretty much "real" pirate behavior, and repeating it would make sense: they'd be a constant, low-grade drain on your resources until dealt with, slowly getting more bold/greedy the longer they're alive. When they spawn, they start off by hitting 1-2 systems, then falling back to their base for a while, before venturing out again. Pirates - Not certain if this is a bug or just bad design, to be honest. It's basically unplayable when you're spending 8-10 years on each research item and having to unpause the game every 7 days.

Every 7 days, my game's paused and the alert is spawning, even though the Fortress itself properly despawned. However, once I cleared the fortress and it disappeared.every 7 days, I'm now getting the Fortress: Repowering event (guardian.2160). I went through the chain as normal, using a science ship to enter, studying the star and taking the middle option to finish it out, and each event seemed to be firing just once, like it should. After killing it about 30X, the quest suddenly showed up doubled in my log - I'm not certain what changed. (As there have always been issues caused by killing the Vault before the minions, is it possible the minions are "jumping out" when heavily damaged, and that's what's causing the issue now?)įrom that point, every 7 days (not the 30 you're supposed to get), the EF would spring to life, kill a corvette and get swatted back into inactivity by my fleet, and I'd get the normal dialogue for starting the exploration.but the Scenario Log wouldn't populate. I took down EF and all of its minions (minions first, according to the battle log the vault was the last one standing), though the after action report indicated I only killed a handful of its minions. I'll start with the bugs that drove me to the forums, by rendering my game unplayable: The Enigmatic Fortress bugs.
