Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Hey Tart, noticed something weird for the Draft; the ballistic and energy weapons end up glowing green. Not sure why.
Wait, they can equip augmented engines? could it possibly bring up an 8 Burn ship + augmented engines ( 9 ) with its own 9+1 to 10?
Quote from: StarSchulz on January 25, 2017, 05:50:21 PMWait, they can equip augmented engines? could it possibly bring up an 8 Burn ship + augmented engines ( 9 ) with its own 9+1 to 10?Tugs cannot equip Augmented Engines.
It may be SS+ change (I usually play with it), but Tugs simply can not equip Augmented Engines, even when they do have OP.
I tested it and even with the Shear's high enough OP, it says the two are incompatible. Though the shear is very much an upgrade to the normal ox
Require LazyWizard's LazyLibFurther adjustments for the tournament, includes some improvements for AI controlled Versants and a fix for the range exploit when using Safety Override.Changelog:Spoiler1.71BALANCING: - Pandemonium: . Raised flux capacity to 27000 from 22000. - Maelstrom: . OP reduced to 225 from 250. - Magicbox AA missiles: . AOE damage smoother decay.BUGFIXES/IMPROVEMENTS: - Versant: . System's AI tweaked for better use of the shield when facing missiles. - Advanced Avionics hullmod: . Now prevent the installation of the Safety Override hullmod. - Magicbox: . Slightly improved targeting script.[close]Enjoy!