Fixed issue with hullmods that can't be built in sometimes showing up as s-mods on derelict ships Removed point-defense flag from Proximity Charge Launcher; will no longer auto-target missiles Fixed issue where derelicts with s-mods would always have 3 s-mods instead of 1, 2, or 3 Added...
Seeing how with many mods running there is a plethora of blueprints of many vastly different visual thematics that I have learned, my fleets are now resembling something similar to what a "just hit level 60" clownsuit character back in my wow days looked like, despite me having marked ...
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...
Fixed issue with hullmods that can't be built in sometimes showing up as s-mods on derelict ships Removed point-defense flag from Proximity Charge Launcher; will no longer auto-target missiles Fixed issue where derelicts with s-mods would always have 3 s-mods instead of 1, 2, or 3 Added...
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. ...
Secondly – and more importantly – raids are designed from the ground up around managing marine casualties, or at the very least being very aware of them. It’s one of the primary factors in deciding which objectives to designate. Fleet battles, on the other hand… offhand, I’m not eve...