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News:

Starsector 0.97a is out! (02/02/24)

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Author Topic: [0.97a] More Combat Terrain Effects 1.3.2  (Read 42103 times)

darkond2100

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Re: [0.96a-RC8] More Combat Terrain Effects 1.3
« Reply #45 on: January 16, 2024, 01:35:34 AM »

The video previews are gone. Discord host expired
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NikoTheGuyDude

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Re: [0.96a-RC8] More Combat Terrain Effects 1.3
« Reply #46 on: January 17, 2024, 03:59:16 PM »

Hey, so, I've been having an issue with magnetic fields where they are reducing my ship's ranges by 100%.

It's funny to try and fire missiles and watching them explode as soon as they leave the tubes, but the AI keeps chasing after the enemy like a confused puppy, despite the fact they can't do anything.

Check your MCTE_config, in the magnetic field section. The values might be inflated. Only way I can imagine this happening.

It seems to be all set to the defaults, so I dunno, might be an issue with specific modded ships, tbh, which I can live with.

If a modded ship has a negative ECM value, it can get worse effects. ECCM REDUCES the magfield's effects, but the inverse is true.
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NikoTheGuyDude

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Re: [0.96a-RC8] More Combat Terrain Effects 1.3
« Reply #47 on: February 05, 2024, 06:16:39 PM »

Update will come in 1-2 weeks.
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NikoTheGuyDude

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Re: [0.97a] More Combat Terrain Effects 1.3.1
« Reply #48 on: February 05, 2024, 07:47:32 PM »

pranked

its right now

play it
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eidolad

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Re: [0.97a] More Combat Terrain Effects 1.3.2
« Reply #49 on: February 14, 2024, 06:50:26 AM »

haven't used the mod, but I love this content/concept...would be beautiful to see Alex integrate AI response/workaround to a generic "space environment hazard"...i.e. AI ships, perhaps based on whether they have an officer or not, would mark "hazard boundary" around whatever-the-modder-inserted into the gameplay space
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