or anywhere similar where you’re looking at a specific ship, then it *will* show you the details for that specific ship and its loadout, including “related entry” links to all of the weapons and fighters it has mounted, and all of the hullmods it has installed. ...
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...
Here are a few screenshots of the refit screen – it’s still a work in progress (in particular, the UI to assign hull mods is missing, as are several other UI components) but it should give you an idea of how it’s shaping up. ...
Expand Up @@ -4,8 +4,8 @@ "compressHullmods":false, "scope":CUSTOM, "scopeStr":"所有战斗相位舰船", #"scopeStr":"所有舰队中的相位舰船", #"scopeStr":"所有配备军官的相位舰船,包括旗舰", #"scopeStr":"all combat phase ships in fleet", #"scopeStr":"all phase ships with officers,...
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 ...
One of several mods by forum member Trylobot. Thread & download linkhere. The combat has a vastly different feel to vanilla Starfarer, with some striking similarities to Star Control in how it plays out. It’s till in the early stages, but there are already three ships – the Earthling ...
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...
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. ...
Update all hull variants to be valid under this system, add hull mods where appropriate, etc Campaign Layer The next step is to get a basic campaign layer up and running. It won’t be quite like the final game – the idea is to create something that works well with what’s already do...
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...