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General Discussion / Re: armoured weapon mounts sets Enforcer's armour to 989???
« on: April 22, 2024, 03:33:57 PM »
Could it be a floating point rounding error?
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
My loadouts use the Mining Laser trick to force venting and true autofire on the AI.
make autofit try to pick S-mods that are good for the ship (or let .variant files specify a 'wantedHullmods' table that autofit can read), and use the feature on more vanilla fleets.Before we get into hard stat buffs I'd extend this to loadouts in general, it seems like there's still power being left on the table in terms of weapon-hullmod-officer synergy.
Wow, is this for real? All you have to do for more challenge is deploy fewer ships or leave OP unspent. Literally zero effort.
Also, I would like to ask, are the same people that say that pd is not good enough for blocking missiles, the same people who prefer taking double light autocannon in small slots on their low tech battleships instead of pd choices and then asking why missiles are ruining their day? (or not even putting anything in the small slots in the first place).
I didn't actually watch the whole video, skipped around abitlot, so apologies if this should be already clear: are the Radiants just the last to die, or does the AI just always end up deploying them last in this kind of fight? If it's the latter, then that seems like it's probably a bug of some sort.
These are two separate items, separated by an 'and'.That's not how sentences work. "And" is not a separator in this example. Or whatever it's called in English idk.
Maybe you could post some screenshots of your typical fleet and ship builds? You may be doing something wrong at a very low level that is strangling your combat power.Yeah, it often has to be pointed out that the AI in this game is symmetrical, ie it's not the AI putting your fleet at a disadvantage because the enemy uses the same AI.