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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Better Combat 0.3.15  (Read 59498 times)

dfd13

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Re: [0.98a] Better Combat 0.3.15
« Reply #60 on: April 03, 2025, 06:44:31 AM »

Hello, I've never used gitlab before, how do I download 0.3.13? I'm still on 0.97.
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willthefunperson

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Re: [0.98a] Better Combat 0.3.15
« Reply #61 on: April 03, 2025, 02:53:50 PM »

Hello, I've never used gitlab before, how do I download 0.3.13? I'm still on 0.97.
Click on 'source code (zip)' link below the version you want, that will download it.
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Auiricion

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Re: [0.98a] Better Combat 0.3.15
« Reply #62 on: April 08, 2025, 10:05:52 AM »

ayy, lmao my allies ship with semibreve really love this, they randomly exploded more often.
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Peluceus

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Re: [0.98a] Better Combat 0.3.15
« Reply #63 on: April 10, 2025, 11:25:37 PM »

This mod is amazing and I will never not use it again but I will tell you that I screamed when I watched a ship narrowly retreat a fleet of enemies with almost no health remaining and started cheering only to see it super-speed slam itself into a large asteroid as it tried to escape the map, killing it in a comedically timed blaze of fire.

Furthermore while I'm at it I've seen on both my side and the other team's side gets a ship destroyed within seconds of spawning in due to a very large asteroid in our respective areas.

Maybe have a designated area to remove asteroids from at the start of the fight and have asteroid-only soft colliders (ala the repulsion effect ships on the edge get) on the edges of both spaces so both sides can make a clean escape? Or maybe disable collisions when the ship is about to retreat or something

And furtherfuthermore I'm not sure if it is this mod or something but if you increase the size of the map there comes a point on the edges where all sound from the weapons go out, as if they are out of range from a set of ears in the middle of the map. Idk how else to describe it.
« Last Edit: April 11, 2025, 04:39:42 AM by Peluceus »
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asdkevinasd

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Re: [0.98a] Better Combat 0.3.15
« Reply #64 on: April 13, 2025, 05:19:14 AM »

I see in the video that we can change how many rows for the deployment of ships. I cannot find the option. Can I change the setting such that the deployment can deploy in rows instead of 1 long row?
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(Secondlt2)

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Re: [0.98a] Better Combat 0.3.15
« Reply #65 on: April 22, 2025, 01:07:24 AM »

Hello,

I've been loving the mod so far, the integration with Lunalib and the settings found therein makes it so easy to modify and rebalance as needed. Overall absolutely lovely.

The only problem I have is with the invulnerability of the enemies, it seems even if the asteroid protection is off, some enemies still become invincible and interestingly enough, the same also applies for my own ships.

If there's no way around this, perhaps some sort of retreat function can be applied to all ships that are below a certain hull level where all of their orders are overriden and they must retreat?
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willthefunperson

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Re: [0.98a] Better Combat 0.3.15
« Reply #66 on: April 23, 2025, 06:09:54 PM »

I see in the video that we can change how many rows for the deployment of ships. I cannot find the option. Can I change the setting such that the deployment can deploy in rows instead of 1 long row?
You just get to decide what proportion of the combat area the deployment zone is. And if that zone fills up, you get an extra row, etc.

Hello,

I've been loving the mod so far, the integration with Lunalib and the settings found therein makes it so easy to modify and rebalance as needed. Overall absolutely lovely.

The only problem I have is with the invulnerability of the enemies, it seems even if the asteroid protection is off, some enemies still become invincible and interestingly enough, the same also applies for my own ships.

If there's no way around this, perhaps some sort of retreat function can be applied to all ships that are below a certain hull level where all of their orders are overriden and they must retreat?
Thanks! Glad you enjoy the mod. I am sorry to hear that you are impacted by that old bug that I haven't been able to fix. I suspect that this is due to interaction with another mod because this isn't happening in my own playthrough, so if you could PM me your mod list to help me narrow down this issue that would be great.
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Engineer455

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Re: [0.98a] Better Combat 0.3.15
« Reply #67 on: April 26, 2025, 10:00:40 PM »

Ok so I do need to ask for everyone here.
Am I the only one getting assblasted by [THREAT] Second Strike and above fleets or is it just a skill issue?
Like, I love this mod for the most part, but some of the stuff it does makes what would normally be hard into an ungodly nightmare.
You add this to how the AI seems to have had the digital equivalent to it's frontal lobe taken out with a rusty *** ice cream scoop, and you get me bashing my head against a brick wall repeatedly.
At this point I'm about to say "*** this" and just cheat to get some neoferric quadcoils because that's literally all I've been wanting to get here.
« Last Edit: April 26, 2025, 10:02:50 PM by Engineer455 »
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RXZH

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Re: [0.98a] Better Combat 0.3.15
« Reply #68 on: Today at 09:50:29 AM »

How to write it? I tried for a long time but it didn't take effect
Can you write me an example
"customValues":[
   {"ids":[none],
   "shipSizes":[CAPITAL_SHIP],
   "techStyles":[none],
   "tags":[none],
   "hints":[none],
   "effects":[{shipTargetSpeed:200}]
   }
    ],
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