1) They add it in (mod)/data/(whatever) and the game automatically merges all these assets on launching the game. In fact, anything in the mod folder will be seen as merging to starsector-core folder.
2) Look into mods
3) Effectively infinite. There is a parameter “goal variant” that dictates if it shows in default autofit selection but it has nothing to do with AI fleet generation.
4) A good mod try not to replace vanilla files so it’s not possible to reduce existing variant to 0. However, it can assign ridiculous spawn weight to a certain variant, so large that other variants are virtually impossible to spawn. Which imo would be as bad as directly replacing vanilla file.
5) AI officers generate by observing the fit but I didn’t fully dig into the officer generation. It’s quite complicated tbh.
Thanks again!1) I see, that does make an awful amount of sense now that I think about it!
2) Will do, I'm definetly going to get some new refit ideas from what people add in as additional vanilla ship variants.
3)Very,
very good to know.
4)I was so blinded by my rage towards a Radiant setup using Locusts or another one using Advanced Optics swelling up the need of
purging them from the sector at large that I did not realize it would be...uh...rude and hamfisted.
5)I can guess it is complicated, too bad!
Moar Questions!1)Do you know of any mod successfully pulling off some Officer selection shenanigans?
2)Has Alex ever talked about how SS picks Officer Skills for the ships in AI fleets?
Addendum: You've teased me with the mention of a Brilliant setup you even described as
Nasty, you can't leave me hanging like that
I mean, it couldn't possibly be
filthier than an Overridden variant using Heavy Machineguns, an Autopulse Laser, two Antimatter Blasters, an Ion Pulser plus Front Shield Conversion and Extended Mags, maybe even with enough room left to fill that lonely medium missile slot with a Sabot Pod, altough I'd really like to slap in Solar Shielding and Hardened Shields in instead but I don't think there's space for the latter unless we start integrating Hullmods.
Edit: did some math on a small sheet of paper for the "Assault" Brilliant Variant I mentioned above.
Ship Addition /OP Cost /OP Spent/OP Remaning
/ / /
Safety Overrides /45 /45 /95
AP Laser /20 /65 /75
2x HV MG /20 /85 /55
2x AM Blaster /18 /103 /37
1x Ion Pulser /11 /114 /26
1x Sabot Pod /10 /124 /16
Hardened Subs /15 /139 /1
Expanded mags can't be fit into the ship unless we cut either the Sabot Pod or Hardened Susbsystems. The ship has a really high 540 second PPT but not installing H. Subs on Overridden ships just does not feel right. AM Blasters would be firing in linked mode.
Then again, cutting H. Subs would allow for both Expanded Magazines (7OP) and Shield Conversion: Front (9OP) which would have it
perfectly fit at a clean 140 Ordinance points.
Hm. Food for thought.
What? Is anyone going to tell me I forgot about the hangar bay? I'd just give it a Mining Pod befitting such a
useless appendice on the best overridden ship in the game right behind the Aurora.
Heh.