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General Discussion / Re: Setting Ships Aside
« on: November 29, 2023, 09:54:29 PM »
Yeah, from most markets, you can purchase the ability to store from the trade screen. That will allow you to store ships in the fleet screen.
Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)
I'll post fix for current version that should restore the arm in a sec. the current update is in testing now, so far so good. edit: done. you can redl and should have both arms
https://gyazo.com/a28781512a9d968737ae480865da5580
Hey, is the watchdog supposed to be missing an arm? its left arm shows empty and only right arm has weapon. Is my game glitched? Thanks.
SpoilerThe fix for the nex issue has been below the download link for like a month now. I guess this wasn't visible enough apparently, so i've fixed that :>
Anyway, I am alive. Sorry for the extended silence. I've been working on this update in the background when im able but featurecrept hard trying to add some campaign layer mechanics. I think i'm just going to cut some of it (at least now, you can actually turn valk in, and a few other things) and a few other things and make a release within the next month so at the very least people aren't constantly asking about that crash here and in that SS Discord[close]
can i add wingcom to a carrier?
What about making NL hullmods cost no to minimal OP and making them increase DP like with CH instead?I feel like that is counterintuitive as the purpose of the player piloting ships with their own skill is to provide greater DP value for their flagship than under AI control.
Increasing ship DP to accommodate player piloting basically nullifies that. It feels... wrong.
Hmm, that's an interesting idea! It doesn't have to nullify it, right? Just bring it closer to a "balanced" value, whatever that exactly means in this case. I don't think that's fundamentally different from having a high OP cost, either way you're getting a bit less ship for the DP you pay for it.