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Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: June 21, 2021, 07:55:12 PM »
Nice!
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
I want to try a mostly/all Atlas MK II fleet. I think they can do pretty well in two groups of ships escorting each other. The fuel is a killer though.
A fellow man of culture, I see!
I can try it - worst case I'll just install Detailed Combat Results, it's just one mod.
fractalsoftworks [at] gmail [dot] com
Thank you!
My steady Dual Gauss Cannon Conquest officer tried to get flak cannons into range so often that I completely removed PD from the ship.
Are you sure that's what was going on? The AI makes a distinction between PD and non-PD and a steady officer generally speaking shouldn't do that (unless, perhaps, ordered to Eliminate a target), and I'm not seeing any hints of that behavior with such a loadout. If you've got a case where I can see this behavior in a vanilla simulator setup, I'd love to take a look!
So between the new destroyer's hullmod and the latest AI change, are we getting a snipe order or anything to force AI to engage from maximum range?Correct me if I'm wrong, but don't Steady and below already do that?