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Starsector 0.97a is out! (02/02/24)

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Author Topic: [0.96a] Unthemed Weapons Collection 0.61 (8/27/23)  (Read 32583 times)

float

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Re: [0.96a] Unthemed Weapons Collection 0.61 (8/27/23)
« Reply #45 on: November 06, 2023, 05:27:02 PM »

Would it be possible for a setting to make automated defenses... automated ?
I don't mind fighting drones for caches because having actual people guarding chests in the middle of nowhere seems odd.

No, making the defenses non-automated was a conscious decision. Players already fight plenty of droneships and the fortified caches are, at their core, a way to fight faction ships without having to engage in hostilities against the entire faction. I don't see the appeal in fighting even more derelict junk / remnants.

Also, if they're still referred to as automated (i.e. "engage the automated defenses"), that's probably because Exotica Technologies or a similar mod is replacing the custom defender interaction with its own version. The flavor text isn't really an important detail either way.
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Waladil

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Re: [0.96a] Unthemed Weapons Collection 0.61 (8/27/23)
« Reply #46 on: November 21, 2023, 05:27:44 PM »

Hi, got a half-bug half-mod incompatibility but it's mostly on this mod's side.

The problem is basically "fortified caches + enemy ship with phase anchor." I don't think there are any vanilla ships that have phase anchor by default, but it could happen in the future. (It's also kinda a problem with phase anchor on NPCs in general.)

I have a fortified cache that was guarded by a bunch of phase ships from Fay's Corporation of BirdWanderer's Bird's Collection. One of those ships has phase anchor by default, so when I fought them it emergency phased out. This means it retreated, and wasn't destroyed. Since it wasn't destroyed, I couldn't loot the cache. I had to re-engage over and over again and it just kept retreating. Luckily, at 0% CR and 0% HP it was finally destroyed instead of retreating.

There's definitely some problems here that run deeper than your mod's fortified caches, but the fortified caches make it an immediate possibility. It's not like an AI fleet where you can just let the one ship limp away and call it good, it's complete destruction or nothing.

Would it be possible to add some sorta "if NPC ship retreats, it's destroyed" flag to those fights?
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float

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Re: [0.96a] Unthemed Weapons Collection 0.61 (8/27/23)
« Reply #47 on: November 23, 2023, 06:45:27 AM »

That's definitely annoying, but I imagine you'd run into the same issue if, say, the PK cache or random caches guarded by remnants (like the technology cache and the planetary shield blueprint) had ships with phase anchor. In view of that, I'd say this interaction is more a "NPC ships shouldn't have phase anchor" situation. I suppose that could be the reason the default fleet inflater never picks that hullmod when generating fleets.
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RASTIL

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Re: [0.96a] Unthemed Weapons Collection 0.61 (8/27/23)
« Reply #48 on: January 20, 2024, 03:20:08 PM »

My main issue with this is that the mod's mining laser does not work for nexerelin mining, other than that cool mod (especially updated stats)
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Siffrin

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Re: [0.96a] Unthemed Weapons Collection 0.61 (8/27/23)
« Reply #49 on: February 20, 2024, 10:11:15 PM »

For the 0.97 update there's a small bug that needs to be fixed where weapons affected by the S-mod bonus of IPDAI combined with PD+ do not have the +200 range shown on the tooltip.
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