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Modding / Re: What Was That Mod?: Help Finding Old Or Abandoned Mods By Description
« on: September 29, 2023, 12:56:15 PM »
wheres the DME mod is gone cant find it
Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)
Well different strike craft are good at different things, and also act in different ways.
Most interceptor and fighter only carriers will assign their strike craft to escort friendlies rather then attacking enemy ships which can reduce their ability to take down enemy ships. So issuing fighter strike orders on enemy ships can make your carriers send out their craft to strike enemy ships more often.
Fighters like broadswords are pretty great at taking down enemy shields and putting down flares to distract PD. But you might need fighters with energy weapons or he weapons to deal with their armour. Bombers are pretty good at doing what they need to, they go out and strike enemy targets. Escorting them with a fighter that has flares can increase their chances of hitting enemy ships without being intercepted with point defence.
Frigates like the Tempest are generally just really good ships and can easily punch above their weight, destroyers like the Enforcer can tough out most battles with their armour and decent package of ballistic weapons and small missiles.
In battle with carrier heavy fleets I'll order my carriers to rally to a point on the map behind a capture point, and then order my gunboats to rally to a point ahead of a capture point to try and keep them ahead of the carriers when they try to drift into firing range as the silly beasts tend to.
Carriers aren't as strong as they used to be but I'm still getting effective results from carriers. If you want to bite the cost putting converted hangers on your destroyers can let you pump out far more fighters then you might be expecting. Watch the enemy formation and where the battle flows and try to assign fighter strikes on opportune targets. Getting your carrier fleet to focus on a few targets at once can help you concentrate your fire-power into a more effective form.
For station battles I'll often assign my carriers to points just outside of the range of the station and then order the station to be fighter striked so that the carriers will focus on bombarding the station over and over. Without solid gunboats it can be hard to make much early progress but there is no greater feeling in the world then having a dozen torpedoes rip a station section apart!
Since this question keeps coming up and since I still can't work on the mod, I took some time to think about it today. I'm ok with independent compatibility patches, provided:
- Any such update should be made available with the understanding that I do not explicitly endorse it beforehand, and without the expectation of me vetting it before or after it gets uploaded
- It should have its own version number for clarity in case of any future, fork-induced, bug reporting complexity
Hope that makes sense. I don't want this to become an excuse to force the mod out of hiatus (eg. requiring my direct involvement and oversight) which is why I am taking this hands-off approach. There might be an official stopgap update at some point in the future too, but again, nothing has been locked in that this point, so this is what I'll do for now.
This is nice to hear and I think a sensible approach.
Well, for anyone that wants to play with Blackrock in 0.95.1a I'll put the link to my patched version here:
https://drive.google.com/file/d/1vGXPTcAC1sFiwphizRN9TE-8hNU7h1wK/view?usp=sharing
It basically plays and functions the same as in 0.9.1a, just that it now works for 0.95.1a
I gave it its own, somewhat arbitrary version number, so that should cause no trouble.
It also needs GraphicsLib, MagicLib and LazyLib just like before.
What's the gene lab for? Built one on a Terran world that's got a pollution debuff and it's been almost 2 game months not doing anything I thought the gene lab was for cleaning the pollution on the planet and adding the lobster buff I only have a farm industry on that planet and it's size is 4 what am I doing wrong? How can I make the gene lab work help me pls
You can't add lobsters to a Terran world. Regarding the pollution condition, can you upload a screenshot of the colony management screen and the Genelab tooltip?