Ah, the whole, Open fire, they are out of range, then the projectile is released. Yea, that ruins accuracy. Do guns track while spooling up? And do their turn speed slow down when spooling up? Either way, I can see the issue.
Yes to both.
Hmm. In the command screen, there isn't a distinction between telling the carrier to escort and fighters to escort. Mainly because fighters are missiles now. Or something.
Yeah, you as the captain can do that by clicking an ally and pressing "z" to send fighters to escort, but the A.I is autowired in how it handles fighters other than explicit "send fighters to attack this ship" command. I think its called Fighter Strike. The AI is pretty good most of the time, but in the largest battles I do feel it often has the tendency to start a giant fighter furball that marauders across the battlespace like the loony toons' Tazmanian Devil. XD
Like Pirates, which always fight. Is it possible to make that a hullmod you can remove?
Probably? I'm actually not 100% sure if I can edit that attribute with a hullmod instead of a skin file. I'll look into it.
I meant that if you break through the shields, the Hyperion doesn't have much health behind it, so it highly likely to be overkilled enough it would just disinitigate into fragments instead of being potentially recoverable.
Oh! Yes that is very true. That prototype may be difficult to obtain until blueprints. Even then, if I have it my way it will take an epic quest chain and access to a crazy amount of resources to get that blueprint and manufacture one.
And missiles don't really get effected, aside from autofire range.
A.I won't fire them until "within range" so it effects allies more profoundly than it does the player.
There are two hullmods in vanilla. One that gives better flight deck stats (faster rearming and respawning) and one that adds flight decks to ships without them.
I actually can't recall exactly what you did with them.
The first one(deck stats) is unchanged. The second one now adds one flight deck to all ships regardless if they already have one. The exceptions are frigates and phase ships of course, but it adds 2 flight decks to capital ships!
Yep. Just pointing out that Gyros also could resolve that problem. Faster turret turning speed and all.
Oh right yeah. I just don't want to over-saturate built in hullmods for something like that. If it affected the vessel's ability to effectively engage smaller, faster targets too much then I would reconsider that approach, but so far it doesn't appear to be the case. To be honest, I often die in The Captain's Gambit from losing track of the Tyrant then suddenly getting hit with concentrated Atronarch Beams after it uses its ship system to zoom up and close to firing range. I'm certainly no pro pilot or anything, though, so I don't know how much that counts for.
Uhm, I was asking what it does. What all the fighter hullmods do while I'm at it, since you can't exactly view them ingame.... Should be part of the codex imo.
Agreed on the codex part, but then they are equipable in the refit screen in missions, I'm pretty sure. Can't have that.
Fighter-class Systems reduces energy weapon charges by 40%, lowers energy weapon damage by 66% and beams by 50%, and increases the fighter's damage to weapon and engine hardpoints by 50%
Warp Field prevents the engines from ever flaming out
Limited Range Finders reduces all weapons to 50% range past a 400 range threshold (similar to overdriven ships)
Energy damage missiles eh? Huh. Might have been a different mod that had Ion torpedos that on impact added flux to the target directly.
That... Is a scary thought.
I haven't dug into weapon scripts just yet, but they certainly aren't off the table!
Do fighter weapons still deal EMP, and as such the EMP resist hullmod effects it? If not, how does it work again?
The ship system makes all fighter weapons deal an extra 50% damage to engines and weapons built-in. Most weapons that had an EMP component for that sake have had it removed. If the weapon still has an EMP component, however, the fighters who have that weapon will still also cause EMP damage on top of the extra 50% (so gunships like Xyphos (has an Ion Pulser) are pretty nasty).
Am a programmer, and I prefer being able to trace where the code goes. Usually you can goto the definition of a function easily, but notepad++ or w.e. can't do that. I guess if I was serious about Starsector modding, I might try to setup a proper environment.
Me too at this point, but I am more speaking to the higher percentage of casual modders who only want to get as technical as editing text files and maybe a spreadsheet here and there. That was how I started, and I stuck to those waters for a couple years, even when already coding C++ in VS. That in no way means an IDE like IntelliJ is not waaaaaay better because it is! But, "setup" is the key element here. You can't just install IntelliJ, open starsector with it somehow and get to work. It can take a fair amount of configuring and even then the IDE is just a finicky beast sometimes. Looking at you, Maven Dependencies.
I guess my point is that there are tons of creative people out there who never cross that threshold even when it would inevitably make their modding lives a lot easier. I'm doing my best to accommodate both perspectives, but maybe I'm fooling myself. Rules.csv is powerful but also pretty confusing, and almost anything you would use my scripts for would also use that file.
For a user-friendly thing, could make two copies, or have a readme explaining how to change it, or something.
Yeah I think a readme would be a good idea while not causing problems for the rest of the modding community. I'll probably take that approach.
The "Heavy Shockstorm Launcher" appears to have a massive knockback in some situations. Not sure exact condutions, but....
Saw this in the "Ambush" Mission.
Is this intended? if so, the tooltip should reflect it.
It doesn't seem to be the enemy's ship system or anything, so yea.
I think it may be the high speed and a high impact? It also has to do with flameouts, but I'm unclear on the specifics. It's not completely intended, but makes sense with the weapon as a high end kinetic rocket. I'll add a blurb to the description.