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Mods / Re: [0.7a] AI War v0.3 (update 2015-11-28)
« on: November 30, 2015, 06:34:24 AM »
I didn't have any problems with it yesterday in Devxerelin, is it related to the fancy engine in the enclave's description? Haven't seen one yet
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
i'm getting the feeling some of these mission objectives aren't very realistic...If you actually have the cargo space, that sounds like a pretty spectacular way to finish off doing missions, heh.
I'd like to temporarily reduce my OP back down to default levels so I have the same thing to work with as a new character. There's no way to do that short of starting a new game at the moment, right?Console Commands mod: Respec. Though currently it has a minor bug in not actually resetting your attribute points but giving you the points as if it did.
Spoiler[close]
BWEEEEEEEEEEEE
I guess I could write a brief tutorial on that. It's not too complicated, but there are a lot of options to look at, etc.More tutorials are always good.
It needs a nerf but not something that will cripple it. I would suggest something simple like the ability having only a limited number of uses or if it came with a heavy flux penalty as the tooltip implies.I've played with it some more as well, and i'd agree this would be a decent way to go.
<goes back to nerfing Gryphon>noooooooooo
I don't think the Gryphon needs nerfing.I'd agree with this if it wasn't already ninja'd, ack.
The problem isn't that it's OP, it's that there just aren't any available counters to that dynamic.
There really should be a Large anti-missile weapon that Just Works well enough that you need that level of mega-spam to dent it. I really want to see more ships like the Gryphon, thematically, that require a counter to defeat; in AI hands, it'd make players have to deploy more diverse answers than just Ye Old Super-Frigate / Destroyer when they reach late-game play.