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Discussions / Re: Happy Christmas everybody!
« on: December 24, 2012, 03:34:00 PM »
Aaaaaaaaaand... Happy Christmas everybody! Woooooo!
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Isn't this a little bit like the commands we have now? Intercept gives ships tunnel vision as they target a single ship (aggressive). Engage has ships engaging the most "convenient" target near the Engage order (balanced). Harass has ships ships doing just that: staying as far out of enemy weapon range as they can while hitting them with any large range weaponry they have (defensive).
It's my first time actually owning anything with Windows installed, so I could use any tips for making sure everything runs smoothly and virus free.
Tachyon Lance,tachyonlance,3,25000,2500,250,,200,25,4,32,,,KINETIC,,600,12,2,,,,,,,12500,,,,,,27
...
package data.shipsystems.scripts;
import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.plugins.ShipSystemStatsScript;
public class HighEnergyFocusStats implements ShipSystemStatsScript {
public static final float DAMAGE_BONUS_PERCENT = 50f;
public static final float RANGE_MALUS_PERCENT = 50f;
public static final float EXTRA_DAMAGE_TAKEN_PERCENT = 70f;
//public static final float TURRET_SPEED_BONUS_PERCENT = 100f;
public static final int BEAM_RANGE_BONUS = 200;
public void apply(MutableShipStatsAPI stats, String id, State state, float effectLevel) {
float bonusPercent = DAMAGE_BONUS_PERCENT * effectLevel;
stats.getEnergyWeaponDamageMult().modifyPercent(id, bonusPercent);
float rangeMalusPercent = RANGE_MALUS_PERCENT * effectLevel;
stats.getEnergyWeaponRangeBonus().modifyPercent(id, -rangeMalusPercent);
stats.getBeamWeaponRangeBonus().modifyFlat(id, BEAM_RANGE_BONUS);
float damageTakenPercent = EXTRA_DAMAGE_TAKEN_PERCENT * effectLevel;
stats.getShieldDamageTakenMult().modifyPercent(id, damageTakenPercent);
//stats.getWeaponTurnRateBonus().modifyPercent(id, TURRET_SPEED_BONUS_PERCENT);
//stats.getBeamWeaponTurnRateBonus().modifyPercent(id, TURRET_SPEED_BONUS_PERCENT);
}
public void unapply(MutableShipStatsAPI stats, String id) {
stats.getEnergyWeaponDamageMult().unmodify(id);
stats.getEnergyWeaponRangeBonus().unmodify(id);
stats.getBeamWeaponRangeBonus().unmodify(id);
stats.getShieldDamageTakenMult().unmodify(id);
//stats.getBeamWeaponTurnRateBonus().unmodify(id);
//stats.getWeaponTurnRateBonus().unmodify(id);
}
public StatusData getStatusData(int index, State state, float effectLevel) {
float bonusPercent = DAMAGE_BONUS_PERCENT * effectLevel;
float damageTakenPercent = EXTRA_DAMAGE_TAKEN_PERCENT * effectLevel;
float rangeMalusPercent = RANGE_MALUS_PERCENT * effectLevel;
if (index == 0) {
return new StatusData("energy weapon damage +" + (int) bonusPercent + "%", false);
} else if (index == 1) {
return new StatusData("Energy weapon range -"+(int) rangeMalusPercent + "%", false);
} else if (index == 2) {
return new StatusData("Shield efficiency -" + (int) damageTakenPercent + "%", true);
}
return null;
}
}
The EM emitter is powerful, but that's the only useful one out of all of them. Salamanders are pathetic, Ion Cannons are wasteful, Lances are wasteful, and most other weapons just have EMP as a sort of 'side' thing.
Just a very quick note: you can select an otherwise-unused group. So if you have 4 groups, pressing 5 lets all 4 groups autofire.Talking about this, could the "all groups autofire" command be bound to a key like the one just at left of the "1" key (for me it's "\", I don't know about other layouts)?
...you can be assured that whatever comes out of the dev-oven will be fantastic and delicious. And it will also include frosting and sprinkles.