![]() ![]() REQUIRE_STARMADE_AUTHENTICATION = false //require authentication (USE_STARMADE_AUTHENTICATION must be true) USE_STARMADE_AUTHENTICATION = false //allow authentication ![]() ![]() SECTOR_INACTIVE_CLEANUP_TIMEOUT = 10 //Time in secs after which inactive sectors are completely removed from memory (-1 = off) SECTOR_INACTIVE_TIMEOUT = 20 //Time in secs after which sectors go inactive (-1 = off) SIMULATION_TRADING_FILLS_SHOPS = true //Trading guild will deliver stock to shops SIMULATION_SPAWN_DELAY = 420 //How much seconds between simulation spawn ticks SECTOR_SIZE = 2000 //Sets the size of sectors in the universe **WARNING** scaling the size of an existing universe down may cause issuesīLUEPRINT_DEFAULT_PRIVATE = true //If true, set blueprints private as default (else they are public)įLOATING_ITEM_LIFETIME_SECS = 240 //How much seconds items floating in space should be alive PROTECT_STARTING_SECTOR = false //Protects the starting sectorĮNABLE_SIMULATION = true //Universe AI simulationĬONCURRENT_SIMULATION = 256 //How many simulation groups may be in the universe simultaniously (performance)ĮNEMY_SPAWNING = true //Enables enemy spawing if no world exists a new one will be set automatically WORLD = world0 //set world to use (set 'old' for using the old world). It can be edited to change settings for the server, including but not limited to: speed limit and the amount of blocks that can be placed removed or modified using the advanced build option.ĭefault Config Settings (As of Alpha 0.199.433) The server.cfg is a file containing the server settings. Build defensive platforms if you want to do that.Edits are welcome, however please keep in mind that they may be overwritten or removed if they are not in line with the intention of the article. This means keeping small defensive forces to support your starbase isn't overly useful. I'd also point out that power isn't additive having 1100 power starbase and a 300 power fleet is way weaker than a single 1400 power entity. On the lower difficulties (or with scaling difficulty enabled) your economy will be strong enough to match or exceed the AI in the open field, and starbases are mostly useful as hyperspace control. On the higher difficulties where it's just straight up impossible to match the size of the AI's fleet for the first 200 years or so, starbases are basically necessary for survival. The advantage of starbases is that they don't take up fleet capacity, cost significantly less upkeep, and provide you with hyperspace control so the enemy can't run amok in your rear worlds. They're mobile and you can put admirals in charge for a power boost. If you've got the credits and fleet capacity for it, ships are straight up superior to starbases. You should always try to go overkill with starbases weapons upgrades and platforms in particular are critical to keeping them formidable enough to ward off enemies. Because of the effect of admirals, I find that starbases will straight up lose to fleets at equal power. #Starmade fleet fullAdmirals level up faster than any other leader type, so they're frequently maximum level and giving full benefits to their ships. I this a bug or are starbases now supposed to suck? Starbases can't have admiral leadership bonus, which is absolutely huge. I noticed that the starbase doesnt seem to do any dmg to the enemy ships. This happened about three times in a row because they kept retreating back (maybe for repairs?) and I got the base back and reinforced my fleets a bit. Enemy fleet anhilates me and survives with about 600MP. I send my 300 MP fleet for backup just in case. Cubetheguy: So my starbase gets attacked by enemy I declared war on and it has 1.1k Militarypower and enemy ships about 800. ![]()
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