(Hopefully I didnt screw up the quotes too much....
They've been able to get Riots ever since exos were added, since riots can seed in exos. Are you seeing them in some other context? In any event, not a bug, but I'm curious if they snuck in some other way I wasn't aware of.
Alright, That explains it. Yes, it was an Exowave.
I suppose we have to be more careful with new designs, or else the AI will steal, and improve on it, eh?
If it's just for the sake of protecting the harvesters, I figure they're still not really worthwhile unless you've got a 12-harvester world that gets regularly attacked or something like that. But at least they're not so obviously a bad deal for protection. The main reason I'd take them is if there were some defensive situation where the AI's getting distracted by my harvesters was proving really problematic. Not sure how often that happens.
Hmm... Well, I am using them on front-line worlds currently, and removing them further back (like is intended ofc)
Once I get a whipping boy set-up, I imagine that I will be able to remove most or all of them.
Could be an issue when using mine paths now that they last 16 hits.
Maybe... It appears that mines do not have cooldowns, which in the case of EMP mines, seems a bit off, seeing as It stunned around 10 or so of my ships for 3 minutes, but did not effect the rest of my fleet. Perhaps have the EMP mines prioritize lowest-stunned ships?
And speaking of mine paths, I might have to try that, seeing as I have some issues with defence. Do mines hit cloaked units?
I don't think they have any impact on raid engines, I think raid engines directly check "does this planet or any adjacent planet have enemy ships?".
Hmm, So if you take a world next to a raid engine, warp jammers will not help... Well then, I guess I will have to continue to send my entire fleet via transports to the raid engine, take it out, then come back to take nearby planets. Oh well, at least it works now.....
Still, I think that raid engines ought to be effected by warp-jammers.