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Modding Resources / Re: [0.96a] MagicLib v1.0.1 (2023/05/07)
« on: May 08, 2023, 02:18:43 PM »
Breaking support for every mod out there hurts my soul theres so many older mods i love to use.
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Not sure if this is a bug or a feature, but I noticed you start with the blueprints inherently, rather than finding them in the world (but you can still find blueprints of them).You start with them, but you can still find them. the reason why you start with them is i run 250+ mods in my runs so the likely hood of me finding them is small so i just let the player have them. either way you still need industry to build them and you can get them from the AI now anyways.
Is it possible to get a version that makes the guardian drop the blue prints when defeated, ditto for the other special ships?
Does this require you to have defeated a guardian before it can be created?
thanks! found a bar encounter, but only 1 was shown. shouldn't there be 3? energy, ballistic, missile?Those can only be built by the player if i remember correctly. i havent played in a while. just build some production and you should have access too them
how do i get the guardian?The mod gives you the blueprint to build the ships. just gotta have a colony with some production it to build them or have one of the bar missions do it for you
So missile guardian is gun and all but was kinda meh specially with the ludicrous DP cost.the zig isnt hard to kill at all, just gotta know how to deal with phase ships. srry been afk for a few months
Until I was adamant I wanted to beat Zig with it...
Eventually I found out a loadout that can kill Zig... and anything else in the game for that matter O.O.
Missile Guardian with correct loadout (require a bunch of mods though, was using hullmods and missiles from all over the mod-verse) can kill ANYTHING, even whole fleets by itself! That thing is just terrifying. Someone should make an bounty version of it
I'm pretty sure you can't edit patrols. The problem is that the radiants are appearing in my fleets, heres a screenshot of one of my grand invasion fleets. (first time posting a image, hope this works.)
I haven't seen them appear in any faction fleets yet, but i meant radiants in my patrols, like the ones spawned from high command and military base.
yeah, i don't like the radiants appearing in my patrols, any way to disable them from appearing in my faction fleets?
Is this safe to remove from existing games?
Super fun ship (and a terrifying efficient killing machine) to pilot. Thank you for your hard work!
I wouldn't mind having the Dorito crumbs as built-in fighter wings. Just some ideas if you want to watch the sector burn harder
Damn, I did this myself last week sometime and it sent me down the spiral of learning to mod everything (and being frustrated because I have too much ADHD to figure out scripting).
In my version I also changed the shield to a 360-degree front shield though, it's still "balanced" because there is a limit on how much you can be surrounded by and not overload. Also, I'm not sure if it actually functions because tesseract is unkillable, but everything seems to work fine with the shard spawner hullmod still on the ship.
I also did the same with the facet and I'm getting to the shards and maybe aspect. Everything will burn.
Great mod, very good. One problem I have is that it's hard to deploy the Guardian at 80DP. It has four medium missiles, and a condor has a medium missile at 10DP, so I think that 40DP is a fair price to pay for the Guardian.
theres a reason why its 80DP, it has a auto forge that refills missiles every 10 seconds. in the players hands its beyond strong especially with the right load out. i do plan on making other variants of this that will be pure ballistic, pure energy and pure missile. i will most likely lower the ballistic and energy ones down to like 65dp-70dp and possibly raise the pure missile one higher.
Honestly, I'm not convinced. The Buffalo Mk2 has a medium missile despite only being 4DP, and that also has maneuverability, and thus more survivability. I do recognize that the autoforge provides additional utility - maybe 20DP would be fair?
*** i might as well just *** everyone off at this point LUL
I love the mod this ship is just so badass with the disgusting amount of missiles it endlessly spews out. 80 DP is absolutely fine for how disgusting the infinite built in missile forge is plus this thing not only has insane flux it also has onslaught level armor. This thing can solo the entire hegemony home fleet plus a star fortress at the same time, 80 dp is a low price to pay for what is essentially a counter to everything. I was shooting out so much missiles that it formed multiple defensive layers in front of me. With so many missiles any fighter, bullet and even other missiles that stand in your way just mutually explode with the missiles, no PD needed. The plasma thrusters ability also makes this thing one of the most mobile capitals as it increases both maneuverability and top speed. Overall this has the flux efficiency of a paragon, armor of an onslaught and can endlessly spew out torpedoes and swarm missiles that can instantly overwhelm any vanilla capital and even the dorito.