Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
It's probably better to use a downsized weapon than none at all, if you don't have any available as well, or even any of the type. For instance if a loadout calls for a medium kinetic, and you only have medium HE, the ship will probably perform better with small KE than no KE.
Quote from: intrinsic_parity on April 03, 2021, 08:12:45 AMIt's probably better to use a downsized weapon than none at all, if you don't have any available as well, or even any of the type. For instance if a loadout calls for a medium kinetic, and you only have medium HE, the ship will probably perform better with small KE than no KE.If a faction doesn't have a weapon suitable weapon in its known weapons, then I'd say it's the fault of the dev for not providing them necessary tools.
To get more technical, I propose that the default fleet inflater be more mindful of the specific slot types and sizes available on the ship it’s selecting available weapons for. Any time that—during selecting weapon availability (perhaps in makePicks?)—there is a slot type-size pair that exists on the ship, but is totally unrepresented in the list of available weapons, then there should be a significant priority/weight bias towards weapons that match one of those unrepresented pairs. You’ll probably have to shuffle weapon categories for each ship if you do this, because the order will suddenly matter.
So long Radiants stop having phase lances and ion pulsers in larges, I'll be happy.
*cough* try tossing the PK into a black hole *cough*