I'm getting an error when I try to enter the game; existing characters won't load and new characters crash the game after the skill screen. Anyone else having this issue?
Curious, it's definitely working fine on my end. Could you include the crash log so I can hopefully figure out what the deal is?
This is my favorite faction and I mostly play Uomoz's Sector. Anyway the UsS dev version includes the updates and I have the following comments. Upping the logistics of the destroyers was definitely a good move. I play almost exactly like HELMUT (carriers/fighters leadership/technology) and the Sargasso was almost too good to be true at 2 logistics per flight deck parked downwind and fronted with some capital distraction. Aside: what is the range of the Fighter Relay Control? Returning Bit Drones sometimes/often/always(?) crash into the carrier when docking. I haven't tried the other Splinter missiles but the one on the Kobold will most certainly hit something other than what they where aiming at. They are currently banished from my fleets due to "friendly fire" issues. I'm starting to use Raksasha's now that they have 2 Tusks. They are worth using now.
Thanks for the comments.
Anyway, some specific responses - The Fighter Control Relay's range is 5,000, subject to change. As the Sargasso is intended to hang back well outside of the fight I figured it's system should be able to effect fighters in a rather large area. Initially this was 3,000, but I boosted it a bit when the combat area expanded a few Starsector releases ago. I'm still trying to come with a visual effect to demarcate the edge of it's range of effect.
The logistics rebalancing definitely did seem like a generally good idea, yeah, and it sounds like it's working out pretty well.
As for the Kobold, ach. I even made a few changes in an effort to make them less inaccurate but it sounds like it's still an issue. Well, guess it's to be expected, at least a bit, with how they wildly slew around.
In any case, I'm currently setting up ShaderLib compatibility with Shadowyards, and I've noticed a few errors (the splinter pod is way too cheap right now, a few typo's) and will release a second fix, probably tomorrow with these things handled. After which my plan is to experimentally kit-bash together more pirate/mercenary ships derived from SHI hulls for the next major version change.