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News:

Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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 1 
 on: Today at 10:25:28 PM 
Started by Wispborne - Last post by Wispborne
It seems to me that if you're going to code the ability to detect this condition, you may as well just go the full hog and make it tolerate this.

This has drawbacks. It's best to keep things simple and predictable for users - one folder, one mod. People looking a mod's folder aren't likely to expect it to be in a subfolder.

 2 
 on: Today at 09:30:22 PM 
Started by Amazigh - Last post by Shogouki
I'm not familiar with the Shkiper.  Out of curiosity what are its stats and what were you facing?  I just haven't found ships using those launchers to be troublesome.

 3 
 on: Today at 08:53:51 PM 
Started by Killer of Fate - Last post by Phenir
I think looking at it in terms of "dumb" vs not maybe doesn't make too much sense - some loadouts are just highly randomized. And generally they'll work as if only a subset of weapons was available, so if it's putting a burst laser in, it might be because it's the best choice it's got, not because it thinks that's a better fit or an acceptable sidegrade.
Well, he's talking about NPC loadouts. I wasn't aware NPCs could "run out of" a weapon and have the autofit try to pick some random substitute.
Lack of weapons is exactly why bad autofits exist. If you pay attention to npc ships, you'll see them using fits that don't exactly match any variants for that ship. I'm not sure how it works though. Does the generator only get a certain (random amount) supply of weapons to give to ships it generates and if it runs out then too bad?
Quote
I think its probably better to have this sort of thing happen sometimes than for loadouts to be too consistent.
Better in what way? Fixed heavy burst PD and Guardian instead of HIL seems objectively worse in every way...
Probably in the way that you'll see more variation in loadouts, even if they don't always make sense.
But to fixing this problem, could the autofit be made to avoid putting PD weapons in hardpoints? I guess devastator exists though, huh. Maybe no hardpoint tag.

 4 
 on: Today at 08:45:52 PM 
Started by ocd - Last post by Alex
Thank you for the report! Aware of this one; not exactly a bug and not exactly intended - at that point the fleet is kind of "out of bounds". I do need to fix it at some point, though, so I guess it's more "bug" :)

 5 
 on: Today at 08:21:24 PM 
Started by ocd - Last post by ocd
I have no idea if this is a bug or intended but at a distance of 15ish from Limbo my burn speed is back to full as well as sensors.

 6 
 on: Today at 08:19:47 PM 
Started by Ladean - Last post by Ladean
None of these preview images are working for me.
Fixed it :D

 7 
 on: Today at 08:19:26 PM 
Started by Ladean - Last post by Ladean
Hey, please use another ways to upload images. It can't load for me. How will I know whether it fits for me or not without knowing what style you use.
FIXED :D

 8 
 on: Today at 07:54:56 PM 
Started by Leefizzy - Last post by Phenir
I am spending mine building in Insulated Engines to go unseen and Aug Drive to keep my slowest ships at 9 or above.
I wouldn't S-Mod Aug Drive an extra +1 tends not to be needed to achieve that base-9, especially with Bulk Transport, which may remove the need to run Aug Drive at all. Especially since you really only need base-7, which is the standard for capital-grade fleets.
Invictus exists, and most capitals need at least 2 to reach base 9.

 9 
 on: Today at 07:21:35 PM 
Started by Wispborne - Last post by Beep Boop
It seems to me that if you're going to code the ability to detect this condition, you may as well just go the full hog and make it tolerate this.

 10 
 on: Today at 07:20:54 PM 
Started by Killer of Fate - Last post by Beep Boop
I think looking at it in terms of "dumb" vs not maybe doesn't make too much sense - some loadouts are just highly randomized. And generally they'll work as if only a subset of weapons was available, so if it's putting a burst laser in, it might be because it's the best choice it's got, not because it thinks that's a better fit or an acceptable sidegrade.
Well, he's talking about NPC loadouts. I wasn't aware NPCs could "run out of" a weapon and have the autofit try to pick some random substitute.

I think its probably better to have this sort of thing happen sometimes than for loadouts to be too consistent.
Better in what way? Fixed heavy burst PD and Guardian instead of HIL seems objectively worse in every way...

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