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Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 08, 2019, 06:52:48 AM »
Thank you for all the mods you've made, contributed into and keeping up.
Spoiler
Cathedral buffs make me all giddy :3
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Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
For now, you can run in full screen with a lower than native resolution. Most graphics drivers have an option to scale a full screen app to the full resolution with pretty decent results. Make sure to use a resolution with the same aspect ratio as your native one for best results.
For UI scaling to work at native resolution, you need to add a good sharpening filter at the end of the rendering queue. When a game does not have one (looking at you, Stellaris), you can use ReShade to inject Adaptive Sharpening.
Uhm, no. you have to make a custom game script, and then apply it to ships as you want. You can filter it however you want. It could apply to your ship only, only enemy ships, only allies ships, or any criteria you can program in.Ohohow...
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http://fractalsoftworks.com/starfarer.api/index.html?com/fs/starfarer/api/combat/MutableShipStatsAPI.html
Unfortunately, It looks like Collision damage specific isn't an option.
It is possible via script to alter damage taken by a ship. Templar mod does this, to allow their wierd energy shield thinggy to work.Hm, then another question.
It is also possible to also increase damage from collisions significantly.
You *can* modify the player damage delt and taken when playing Easy mode in the settings.json file. Little known thing, but you can make the "easy" mode a lot harder than normal. Just remember to disable the easy mode buffs on the "runDefaultEasyStartScript" line.
(you can find the settings.json file in "starsector-core\data\config")