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Bug Reports & Support / Re: Luddic Path raid never recover the damage
« on: January 28, 2023, 09:20:41 AM »
It's all good

Starsector 0.95.1a is out! (12/10/21); In-development patch notes for Starsector 0.96a (02/01/23)
You are being obtuse
Please stay away from personal attacks and take a look at the forum rules.
I called him out for purposely misinterpreting the critique I laid at the system, which had nothing to do with him, that he then used (the misinterpretation) to suggest I go play with putty since I didn't know why rules exist in games.
Purposely misunderstanding something can be described as being "obtuse" -it's not a personal attack it's a call out for what happened. "Go play with putty" is a personal attack as it insinuates a lack of cognition. - To which I was responding and clarifying that I understood why rules in games exist.
You warned the wrong comment.
Get called stupid then get warned for telling the person who called you stupid to not call you stupid.
You are being obtuse
My point in it being a single player game was to point out that if something is a little more powerful than something else - it won't matter much.
No restrictions at all would of course make for a very boring game, actually, it wouldn't be a game it would be a tech demo or some sort of numbers simulation.
The "Same state" will be achieved in the end.
But when something bothers me, I want to get my opinions across as clear as possible. Hell if I never complained, feedback from me would be useless.
This might seem goofy but I believe with the few of us generally concerned and cynical folks, we keep the devs from going berserk and doing something "too experimental". I actually don't know how to explain this phenomenon with words but I know it happens in a lot of games with continued development.
100% my impression but I've pinned Alex as mostly being a "smile and nod" type, player feedback is obviously important but wouldn't give it too much credit for the big picture
... but now we need to twist the game around it.
Absolutely glorious, thank you sir. Ecstatic for the release, just can't bear the wait!
1. There are relationship bars (can be added by method in TooltipMakerAPI), percentage bars in the fleet tab for hull and CR, and also bars with sliders in settings window. From what I've gathered, relationship bars are hardly suitable for anything but relationships themselves as they are not customizable and always show status string like ("Welcoming"), while proper bars and sliders are outside of reach of modders completely.
While I am able to worm my way around this with use of buttons, checkboxes and text fields (sadly, result looks nothing like vanilla), and other modders employed section headings for the same purpose, kinda wanted to ask you: are there any plans to give us proper, vanilla-looking bars and sliders?
2. It seems that addShipIcons() in TooltipMakerAPI is not quite ideal for the many purposes modders have come to use it for. For example, it is ill-suited for displaying ship images bigger than 128x128, and also does not render weaponry. Is there any way for me to display ships in custom panels (or, ideally, in tooltip instance) the way fleet or refit tab does them?
3. What kind of interactable buttons ship list in refit tab and hull list in blueprint tab use for entry items? Currently using area checkboxes (which can be made borderless only through color shenanigans, and that introduces its own problems), but it seems like there are proper method for borders in obfuscated code. Would it be possible for me, given the current API, to emulate vanilla ship lists precisely?
Just wondering, what's the official stance on using edited in game assets (Assets originating from the default game)? For example palette swapping a hullmod icon to use for a new hullmod.
HYBRID for Mining Laser?
On the one hand, now "mining" ships aren't obliged to have energy mounts to get "mining" weapons. On the other, now all ships with med ballistics can mount a 350? hit strength HE weapon with +100 bonus armor damage.