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Mods / Re: [0.95.1a] QoL Pack 1.0
« on: January 08, 2022, 03:58:42 PM »Already works with phase need to add it to post
Eeeexcellent, thanks!
Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)
Already works with phase need to add it to post
That's a really interesting way to look at it! And a neat categorization/split. But, does it actually hold up? If we consider "making a ship the best it can be" to mean "if you take it and put into a fleet without the same commander skills, it'll still be better" then I think Special Modifications is literally the only skill that fits the bill. I'm having a hard time seeing how one could come up with a reasonable definition of this that would somehow make skills liks Crew Training, Carrier Group, Fighter Uplink, Flux Regulation, and Phase Corps qualitatively different.
I *think* the way you're thinking about this might be largely driven by the existence of Special Modifications and where it currently is.
But in general, the idea is that you *are* mostly using officer'ed ships, with non-officered ones thrown in for special purposes. So it's less of a band-aid for and issue an more just things working as intended.
(Yes, I'm probably trying to have my cake and eat it too, here - "you can use unofficered ships!" and "it's fine if they aren't any good". Uh, sorry.)
Hmm, I think what you're saying you'd want to use Neural Link for is the sort of micromanagement that I super don't want it to be used for Like, if we're not careful with it, it becomes a "cycle through your ships and tell them to vent" sort of skill and that doesn't sound like much fun.
Hah! I need to play more of that game. Just couldn't get into it using a mouse, though...
Derelict Operations only affecting ships with officers seems weird. You're looking to to run a fleet of trashy junk ships... and then you need to make sure they all have officers?
Is this just a ship pack atm, still not as playable faction right?
Also the ships feel kinda weak, do they have some good special powers or hull mods?
If the heavy hitter is 4 capitals with bad rear coverage, how is it any better from an onslaught . Not saying it has to, but other High Tech capitals have better coverage and more firepower , compared to vanidad.
Pirate base bounties are also too far nerfed IMO, 30-40k is not enough, I think a similarly difficult fight against ships would pay 2-3 times as much. Maybe 60k tier 1, 90k tier 2, 120k tier 3.
I'm not sure how I feel about the new vindicator, I really liked its kind of angular design. The new Chronos is an absolute upgrade though, it looked really silly before.
Capital ship update is here!
The "previous version's escort behavior" is, sadly, a combination of multiple bugs and confirmation bias on the part of players observing it; as such it can't really be reproduced (and wouldn't be good/reliable if it could be).Huh, that's interesting to know! Ah well, a "be a meat shield for this ship" order was nice, but pretty niche.
Been thinking about cleaning up the escort orders; it feels very much like a "select and right-click" type of situation. Probably one version of the escort command - that gets a bit more weight for larger ships - would do the job. As you say, Heavy just clutters things up, and so does medium, really.This is good to hear. In my experience, the AI usually makes profoundly terrible choices if allowed to choose escort ships on its own. Especially if you use these commands mid-battle; it'll often assign an escort that's currently halfway across the map from the target ship, because that's gonna help. So as someone who relies on manual right-click escort assignment, I can understand the need to have an automatic escort button at all, for circumstances like newer players who aren't sure what ships they should assign where. But having a whole set of redundant orders that most players aren't even gonna use is... yeah.