Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Quote from: Alex on January 21, 2022, 12:25:20 PMQuote from: Thaago on January 21, 2022, 11:05:28 AMOr a 'don't shoot at parts that don't take damage/don't fire back' would be nice as well.(Those are never targeted, btw - well, not ones that can't take damage, anyway. Any time those are hit it's because it's trying to shoot something else.)Thats good to know! Does the AI target structural spars and their like? It seems that whenever I'm fighting mid tech stations that they draw a lot (the majority) of fire, but that could be confirmation bias of the AI just shooting at the main modules and missing.
Quote from: Thaago on January 21, 2022, 11:05:28 AMOr a 'don't shoot at parts that don't take damage/don't fire back' would be nice as well.(Those are never targeted, btw - well, not ones that can't take damage, anyway. Any time those are hit it's because it's trying to shoot something else.)
Or a 'don't shoot at parts that don't take damage/don't fire back' would be nice as well.
Wyvern is 100% correct about the math.
Both hypershunts and cryosleepers are mediocre.
I was about to build a cyrorevival only to see 10 demand for organics. No way I can meet that. Although if the only penalty is half bonus, maybe I can use another +3 to my population growth instead +6 or whatever I got.
Hello, long time no see! Just wanted to say that I love what you've done with the Ordnance Expertise skill - it has always been my go-to skill in previous Starsector versions, yet it's still a top-tier skill in this update. Getting extra flux dissipation and capacity per OP spent is a really great idea, and I love that you've reshuffled some of the skills around to make the Industry tree a more viable pick when selecting which combat/survivability skills to learn. Cheers and thank you for everything you're doing with the game! Bought it in 2016 and still playing to this day <3
Yeah my biggest irritation with the 95a build was skills, but it's so much nicer with the 95.1 build. I recently convinced a few people that never game to try Starsector, I was afraid they'd all find it too hard or they'd get frustrated instead they have all become addicts and are asking me for other things like it. Sadly there's not much that fits the perfect niche it occupies but I hope they enjoy some other indy work as much as they've enjoyed this. this build in particular and the story being developed have made this yet again one of my favorite games of all time. Thanks for keeping up with it! So interested to see what comes next.
I just found out about MemFlags.PATROL_EXTRA_SUSPICION. For some reason, the only thing that sets it normally is... the hand-me-down freighter hub mission. Why??EDIT: To clarify, should an innocuous off-the-books transaction with a civilian (as opposed to any of the underworld contact dealings you can have) cause smuggling suspicion? None of the other mostly-legitimate bar encounters do this.