I was going to do that lol. Generally, the best I would get from a rich tech mining would be a single Alpha core which is honestly not that valuable. Blueprints are also no longer finite with the addition of the academician. And respec from Elite skill also cost a lot of points as a downside but anyway.
I guess that's true. I'll revaluate it once I actually test out Tech-mining with and without the benefit. I'll either make it not permanent and a small benefit or permanent with a noticeable benefit.
Catalyst Bomber's torpedo sprites are a bit off from where they should be.
I've noticed this as well. I have no idea why this happens and why it only happens to a couple of modded wings since this is also an issue with the Renegade Fighter Bomber. It only happens in the refit screen though. In actual combat the missiles are in the correct spot according to the hull definition.
Kraken Normal version has a behavior problem while the Ludic version doesn't.
Intended actually. The gunship strafe behavior is new from 0.95 and it makes tank gunships much more survive-able since PD misses more when the wing isn't coming straight at the target. This behavior can also distract PD and other weapons away from incoming bombers by spreading out the number of targets over a much larger radius of attack instead of one general 45-90 arc of clumped units coming from one direction. The weapons have been adjusted to be able to fire from the side of the gunship alongside the visual turrets.
If anything makes interceptor carriers a necessity, I'd say tank gunships are the closest to it in this update.
Stoked for the next release!
I really hope that after sashi gets integrated you start messing around with dronelib
I'm most interested in seeing someone create a subsystem mod, and the sooner the pillars of the modding community get into it the sooner someone like me (only not me lol) will make something standalone that can be added to anything!
Anyway do what you want I'm happy to see any progress on AO
I thinking about subsystem mod too, sadly I don't know how to create such, make all subsystems as equipment which you can remove and add to another ship, also this can be expanded to reactor, armor, shield and engines, and make all ship hulls basically a hull, low tech, high tech, no matter - its depends on installed equipment.
I still think ships should have their own built in systems but being able to add phase coils/shields/damper field etc to any ship is really a great idea to me.
I will consider digging through that mod while adding story content. It's certainly a neat idea and the above ideas are cool. I do need to consider balance when making those decisions, however, because that kind of flexibility can be tricky to do correctly. For instance, being able to add a damper to any ship could make some ships way too good due to other aspects of their design such as base stats or interesting hullmods.
......I did it again
I got permission from armaa armatura fornyou to integrate that mod (if you want)
That one may be a bit difficult to manage though so I understand if you dont want to, Cheers either way!
I might do this one too, but it probably won't be immediately just so I don't burn out. I think its also still under active development so that brings increased maintenance at keeping the TC version current, but, that's not a deal-breaker or anything its more just a factor I have to consider as far as when to do what, etc.
Updating to AO to 0.3 seems to have done it, no crash when encountering a radiant so I'm going to assume it fixed the cryosleeper guardian too
Ah glad to hear it!