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Modding Resources / Re: [0.97a] RetroLib 1.0.1
« on: March 29, 2024, 09:57:03 PM »Added a brief guide to using RetroLib to the OP!
Ooooh thank you for that!
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
Added a brief guide to using RetroLib to the OP!
I have a problem with this mod.
Every time I use it I can't use my main weapons but it can only fire missiles.
Every time that I try to use weapons that it's selected on it doesn't. It also seems that projectile weapons don't work either. Help
The performance hit is from Roiders iterating over all the star systems a lot every time markets get updated, which happens 3+ times in a row when opening any cargo screen. I have been working on reducing it.
Big ships are amazing for single, big fights, but for campaign i am seriously starting to hate them.
You are very often fighting many fleets one after another (at least i do) and capitals are pretty much bam'n'done thing where they blow their cr on two- three fights and end up recovering it at the rate of 3% per day.
Yesterday i had problems with hegemony kinda tired of my attitude and i needed a fix and i noticed a system bounty with 38 days left.
With my fleet of 25 frigates i killed enough pirate fleets in the hyperspace to go from neutral to 100% before the bounty ended (i think there was a pirate raid too). Good luck doing that with those slow capitals.
Sorry if i'm ranting, but i got really tired of waiting weeks just to get combat readines back.