Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
UPDATE!v0.1.5.5a, removed references to currently unfinished fighter wing that was causing CTDs. Should fix the issues.Might be save compatible. Might not be.Sorry for rushing out update before my weekend away and leaving that code in.Link: https://drive.google.com/file/d/1Jt_n_V9dL8oCvowsdZiAZ-gJzVufAfPf/view?usp=sharing
I love the style of your original ships and would love to add your mod to my mod list. However the starwars ships are a deal breaker for me. Could you make a stand alone pact that has only your original without any other content that comes from proprieties outside of Starsector? That would be very cool thanks.
*Comes Back*Adventurer Nerf is sad, I really liked my Gauss Cannon Adventurer. Removing the Gull makes sense, a Pirate Gull has 90 OP and a large hull point, which while shorter range than most L armed ships is rather powerful when as massed frigates.
BigBeans, I have a question regarding the Coventor(P) (Same may go for the stock version but I haven't come across one yet). When I list the ships that can mine, it has a mining strength of only the weapons I have installed. I had assumed it would have an innate mining bonus like the other ships that are flagged as mining vessels and was wondering if this was by design, thank you.
I've been digging around various mods to see how the interact with Nex's mining mini game and I note they all have a config folder in the data folder "\data\config\exerelin" which has two files 1 for mining weapons and one for mining ships. I notice your mod lacks those files and I guess that is the difference. Sorry if I am being a busy body but I am trying to understand how mining from various mods interact with Nex.