16
Mods / Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
« on: June 19, 2021, 05:53:40 AM »
That's a good point. I forgot about the thread title.
Starsector 0.96a is out! (05/05/23); Blog post: Narrative in 0.96 aka Movie Night With David (06/02/23)
And i still want sometimes to get ships out of surrounding situations. Especially since i tend to use only one other ship besides of my flagship. I actually don't even do nor like micromanagement and i like even, that the AI thinks for itself so good. I rarely use more than 2 of my command points during large battles. But sometimes i see, that my Radiant is in a possibly dangerous situation and i want to have it out of there.
Here at 13:35 i have to use this trick because the small remnant ships in masses tend to ablate too much hull.
https://www.youtube.com/watch?v=32NeliLSGYU&t=810s
In this particualy case, I equipped my fleet for REDACTED hunting - resistant flux conduits, solar shielding, hardened shields, stabilized shield (where it pays off), ernegy absorbers (non-vanilla) ... and lots of kinetics and EMP.
The specific weapon in question is the Ion Nova Cannon .. does 1000 energy and 3000 emp in an AOE, (proxmity fuse, around 300 range?), looooong re-charge time. I also had other EMP weapons. Since AI has all elite skills, it means it also has insanely boosted EMP resistance. Whatever vulnerability the REDACTED are supposed to have, it feels like it's not there.
I wonder how hyperspace works. I think that there's one fitting explanation, that unlike real space, hyperspace expands near gravity wells and contracts in empty space.