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Mods / Re: [0.95a] Grand.Colonies 1.0.b - More Building Slots
« on: April 19, 2021, 03:43:50 PM »i am only sad now that there is no donkey/dum dum emoji
anyways, thank you...i will go back to crawling into moloch's nest now...
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
i am only sad now that there is no donkey/dum dum emoji
not sure if this qualifies as a bug or unintended behaviour but thought I'd report it just in case. a funny situation either way
also random thing because I do not know a lot about this site, how do i stop getting "replies" even after I've read the reply to my comment on posts that are not mine(say i comment once on nexerelin, but it shows me everything all the time)You might have hit notify (at top/bottom of thread) by mistake, hit unnotify to undo it:
If it's happening on every thread, go to Profile -> Modify Profile -> Notifications and Email
I have used the capital ship, I mentioned in my post it required some skill and the AI can't handle it unless you have 2 or more working together.
As for Shturm, it may be great with practice, but unlike the similar safety overrides instead of doubling vents, it turns capacitors into vents, costing even more OP for the same benefit and meaning such a ship has such low flux cap that it's shields become useless, especially when it then reduces flux capacity and reduces shield efficiency, making it that much more fragile while nuking it's OP advantage. (With the new system for building it in, it still tanks your op, because it converts capacitors to vents.)
In other words, in exchange for making yourself even more vulnerable and tanking your OP, you get faster system recharge and dissipation... And maybe range, because it increases range up to a cap, and you can just instead get the integrated targetting system.
I prefer the other systems. Particularly shields.
Thank you for the reports! The supply mission issue is fixed for the next build. Aware of the jump-points issuewell, that is good to hear! also thank you for your time and responding. i know it might seem a given but often is not
holding off on that until the bigger 0.95.1a release, which'll take longer to put out.oh, so we are getting a new update eventually? if i may ask, do you have a timeframe for that? also, any already existing change log(for the upcomming update) in terms of possbile new features and balancing or will it be purely bugfixing
It will get worked on again, once Diable Avionics has reached the same "stable" sate as Scy Nation and Outer Rim Alliance, and the other half of Seeker is more advanced with all the required campaign scripts that will make this half easier to manage.