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Mods / Re: [0.97a] Unofficial New Game Plus 2.3.0 (2024/5/19)
« on: May 20, 2024, 02:37:37 AM »Boss can we get more negative rules for enemy range increase?Why?
Starsector 0.98a is out! (03/27/25)
Boss can we get more negative rules for enemy range increase?Why?
MissileSpecAPI.getHullSpec().getHullId() *may* work.Wait what? hull spec hull id??
But yeah, this sounds like the right way to go:
(and vladimirvv and alex)Oh thanks! I even didn't notice that!
that's added by graphicslib, you'll need to add the missile to it's no debris whitelist csv
Hmm, it looks like the game treats AI core skills for your fleet as being "player. So if you set npc_only on it, it would get skipped over (unless it also had the "ai_core" tag).I create a butch of skills for player to pick, but I don't want them picked by AI cores. Use npc_only would just hide them, which is not what I want.
I don't think there's a way to do what you're trying to do, but I'll make a note.
PersonAPI commander = null;
FleetMemberAPI member = ship.getFleetMember();
if (member == null && ship instanceof Ship) {
commander = ((Ship) ship).getFleetCommander();
}}
It is, but I don't think it can do very much by itself without dropping to absurd levels. If a ship can pump out like 20 Reapers - or 20 Hurricanes at range - the base stats just don't affect that very much. And I don't want to make it too slow; a slow capital without a mobility system is something I want to be sparing with.
I see the system as more the defining feature/characteristic, since it's a more active thing you do, and one of those two things had to go.But, like I said, nerf its attributes is also a choice!