Hullmods costing around 5/10/15/25 ordnance points generally don't have an extra effect Hullmods costing significantly more have relatively light penalties Logistics hullmods have a significant bonus regardless of their cost (since it's still a sacrifice in combat power) Bonus XP granted by buil...
So, maybe the "prefer" checkmark we can set needs to be more powerful, or maybe there needs to be some way to give my faction a blacklist of blueprints that they shouldn't use at all, because deciding not to learn blueprints is a little bit of a janky solution (it still wouldn't...
The burst pd lasers destroyed all the fighters and only required one vent. I survived with 65% hull remaining. Both of these tests were done with zero flux capacitors and zero flux vents and finally no hull mods to give the most raw data possible and I hope this helps. January 15th, ...
This mod adds several stores to various planets, some of them sells various rare things, some of stores sell mod specific things - I tried to make sure that mod will work without these mods. Some exam
When using mods that add new stations, it is generally a good idea to add them all to the database even if you do not plan to use them in the faction map. Hostile action repercussions Any non-blacklisted factions, and only player-won engagements are considered for reputation adjustment. ...
Fixed several issues with autofit requiring several applications to get all the hullmods onto the ship under some circumstances Fixed issue where joining a battle with a friendly station sometimes resulted in the battle ending immediately with no option to pursue ...
David sent this to me a little while back, and I thought it was very cool to see all of the ships together like that. Most of these are in the game, but some aren’t just yet and a few may or may not make it. A lot of the ones not currently in the game hint at features ...
One critical issue here is performance – the new system needs to run quickly, so that when the player establishes an outpost, we can compute how it fits into the economy without delay, and so that mods can add populated planets to the game more freely. ...
The new system also adds a lot of room both for scripted events in vanilla, and in mods. It’s possible to add entirely custom objectives – e.g. a “kidnap a VIP” type mission, or, well… just about anything! Comment threadhere. ...
For example, if they’re aligned with a specific faction, they might want to use similar ships or weapons. In the context of using mods, the player should be able to play as a faction the mod adds – using their weapons and ships, and – provided those cover all the bases – not mu...