Some things I didn't know (that are biting me now)
Posted: Sun Apr 05, 2015 5:15 pm
Did you realize that the auto-ship-creator won't use a newer weapon if it's raw dps (presumably measured at range 0) is less than that of an existing weapon?[X(]
Kind of sucks for making different flavors of weapons that actually have different characteristics, such as velocity having less raw damage, but much better range & speed. But currently, the epsilon will be chosen instead until the 2nd upgrade (level III of velocity shard in my mod), because its raw dps is too low (even though I am *choosing* that).
We badly need the ship designer to be user-specifiable (manually designing every ship is just not something I find fun / entertaining). But I should very much be able to say "long range torps + fighters" or whatever... having to argue with the automation is not cool.
Now - the only thing I can think of to overcome this is to buff the velocity (and other torps) and nerf the epsilon III, so that I can make velocity I's raw dps at least marginally higher than epsilon III. [:@]
Anyone else notice this sort of thing? Is there a work-around?
Kind of sucks for making different flavors of weapons that actually have different characteristics, such as velocity having less raw damage, but much better range & speed. But currently, the epsilon will be chosen instead until the 2nd upgrade (level III of velocity shard in my mod), because its raw dps is too low (even though I am *choosing* that).
We badly need the ship designer to be user-specifiable (manually designing every ship is just not something I find fun / entertaining). But I should very much be able to say "long range torps + fighters" or whatever... having to argue with the automation is not cool.
Now - the only thing I can think of to overcome this is to buff the velocity (and other torps) and nerf the epsilon III, so that I can make velocity I's raw dps at least marginally higher than epsilon III. [:@]
Anyone else notice this sort of thing? Is there a work-around?