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Mods / Re: [0.97] Goathead Aviation Bureau - EN Edition [v. 1.8.9]
« on: April 18, 2024, 04:14:39 AM »
Added the requisite information on AI generated content: probably should have done it sooner, though...
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
True! But this analysis would also factor in the benefit of making an example - and the cost of *not* making one. So in in-fiction terms, I think what initially looks like it might be an over-reaction is actually very easy to justify. One might even wonder whether this sort of dynamic is why there aren't all sorts of colonies popping up outside the core.
Thanks for the translation!
Does it work in the last version of the game?
Apologies for the bump (though the mod/OP did update two or three days ago), but insofar as (prompted) feedback is concerned I have a question about the Combustion-class frigate, as I was wondering what it was trying to do. tl;dr follows:SpoilerBy classification and stats it's a heavy frigate, and the weapon mounts give it potential for Brawler-level firepower but the flux stats are woefully low - we're talking Wayfarer levels. The medium composite suggests it could double as missile support, but the Gyre already does that and ironically can also fight better since it has higher mobility, infinite missiles, and better flux stats, even if it is made out of paper. Filling gaps in the battle line, perhaps, but it can't really contribute beyond that thanks to the aforementioned flux issues unless you use something like the Escort loadout (HVD and Heavy Mauler), and at that point it's an open question as to why you couldn't just use one of the other frigates since it has the ability to match the range for fewer DP - the Gyre for the missiles, the River for its fighter wing's Transmission Beams, the Dew with Tactical Lasers (there's some interesting things you can do with a Dew that's using four Tac Lasers, Beam Mode Conversion, and LLI Enhancement Protocol with no vents), and the latter two because they can mount the fantastically useful Ion Projector DEM.
The system is something of an aggressive Damper Field, and area damage and EMP that only targets enemies is great, but against other ships the AI uses it as a sort of fighting retreat and it lacks the range to tag anything except extremely aggressive ships with short-ranged weapons (e.g. the Luddic Path). Against fighters, though, it's great - dumping that much EMP and energy damage into the area will disable if not outright destroy the loadouts of entire carriers - though as far as using it that way is concerned I'd like the AI to use it more proactively. While the Combustion is slow, it's still easily able to keep pace with LLI's cruisers and capital ships, meaning it works as an anti-fighter escort provided you build it that way.
If it's meant to be a brawler, give it brawler flux stats. If it's meant to be (or could be) anti-fighter, give it a loadout where it has a flak cannon or anti-fighter weapon in the medium ballistic turret so people get nudged in the right direction. Personally I'd like the former (better flux means it can do the anti-fighter role better as well), but for the fact that it might overlap with the Dew in terms of its role.[close]
I hope our friends at Fossic are doing OK and enjoying the new update. I wish it was easier for us to communicate directly with them.
Is this and Plus working with .96?Crash on custom tooltips, similar to how DME did.
i like to past on your battleship its evil gaze in the files only has 200op? can't even fit it with full weapon load out because comes with so many hullmods when starting a campaign with it.. is that ment too be?
Is the balance exactly the same as the Chinese version or has there been any changes for the forum release? I'd rather have it as untouched as possible.
Thanks for your hard work.
Can't wait for the 1.2 ver.You can blame a certain tournament which started before 1.2.0 released for that (should be just another week or so by now)
Nope, no hexshields in my modlist.
My theory is that spec is null because the decks are checked in order, even if I have just one wing equipped in the last slot. The for loop then starts at the first slot, which is empty, thus crashing.