1
Announcements / Re: Blog Posts
« on: July 09, 2012, 03:03:02 PM »
Hmm, and now to make an all Phase ship fleet.

Starsector 0.98a is out! (03/27/25)
I would just create one turret structure (and corresponding weapon) for each half of the turret, if the different bullets are important to the feel of the mod. Sure, it creates two sets of very similar weapon data, but so what? That's part of modding sometimes. The key difference between these two weapons would be in the turret graphic definition and position, and the projectile sprite reference.Or you do it the easy way and paste the two bullets together into one sprite that has a transparent middle piece. It'll cheat with the accuracy but thats a lot better then having two weapon act as one.
this is the shooterSo it's possible to add multiple different bullet sprites to a weapon?![]()
and the "bullets"![]()
![]()
That all sounds awfully complicated... Why not just normal cloak?Because phasing and cloaking are fundamentally different things.
ALEX! This is very patchnoteworthy! Grant me patchnotes!He's still testing it, so nothing patchnoteworthy just yet.
Oh, wow. But I guess his is still more impressive, as he has collected every one of those games by hand during several years. He even has those that where only released in a few pieces, which is an rare objectYup, impressive but its so much space you need for all of them.
Looks I was wrong after all. I got more then double that number.Impressive but ultimately a waste of space, I got almost twice that many and it only takes up 170 GB of harddisk space.
So, you're saying that you have 14000 games? Yeah, right. Proof?
Well if that's the case it shouldn't occur on frigates because regardless of the amount of armor they simply don't have enough armor 'cells' to distribute the damage in any significant way.Armor significance is relative to what you're fighting against. Against most fighter wings you don't need to distribute to survive but it still helps to stop as much damage as possible as higher armor absorbs more damage. Against larger targets its imperative to survival as their weapons can strip all your armor in a single shot or burst.
I once managed to get my paragon in a crescent shape around enemies when I all spread them around, but the second I give 'Engage' they become the twenty paragon pileup.Well, they are the same ship, they probably all want to get into the same position. Considering the size and slow speed of the things this does not bode well.
What I'm saying is that ships with frontal hardpoints tend to turn away from enemies acting like they're a turret. They also don't use strafe, instead they only go forwards or backwards and twist around awkwardly when trying to chance direction. Try the Eagle Assault Cruiser and the Standard Onslaught in the simulator, you'll see what I mean a bit better. I believe the frigate problem is the fact that it's turn acceleration causes it to sway too much when trying to change direction.I've never seen a problem with turn acceleration, the AI seems to have absolute perfect control in this regard. Maybe its the hardpoint that's at fault, does the AI know of the slower turning speed of hardpoints?
I'd say Commander, then the faster ship, and if two equal ships whichever is closer to the destination gets right of way and the other backs off and comes from another angle (if it's fighting something). Seriously surrounding enemies is incredibly effective, but the collision problems makes this very hard to pull off as they love clustering together until they can barely move.