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Ah i hate the AI of the back 2 ships to just present the back instead of the frontal armor >.>

The_Bloodnaught

You could try making it diagonal so you could have the missile launchers all canted forward 45 degrees. The AI could still mess up, but it might work.

    Zachary crashed when i tried to ftl to a new area

      Zachary I have already reported that one, you can remove the log. It is a problem with Oneye`s Barbarian not spawning due to a typo.

      The_Bloodnaught
      What is my future? Am I going to win a jackpot? 🙂

        Alpha How could i fix it?

        Alpha I'm not sure why it's crashing on that ship since i have copy pasted the name of the ship and the folders name. wierd... I'll look at it again.

          Alpha i figured it out there was a FUCKING SPACE before the period in the .ship file. I thought the error was in the mod file but it wasn't! kk I'll post the hot fixed mod. in a sec

          Northerner changed the title to Galaxy in Flames v0.6.2 Hot Fix.

            0.6.2 HOT FIX

            • Fixed the Barbarian from crashing the mod when encountered

            (thought I fixed this but i was grossly mistaken)

            You can find the hot fix here

            Zachary Fixed it boi!

            Thank you for reporting the error but could you delete that really long error log you posted? no-one wants to scroll through those.

            The_Bloodnaught your ships still did a massive amount of damage to his ships even with the dumb AI! To be honest I think that was the most challenging battle for him since the first few starting worlds.

              So how do you peeps feel about the revisions done to the cluster missile launcher?

              Northerner Still need to take a proper look, I'll tell you once I checked it out.

                Hi!, I would like to submit a starter ship

                image https://i.imgur.com/417TVoD.png

                Northerner Ok

                  Zachary thank you!

                    Northerner Early test of a very low level anti kite thoughts? My thinking is the best way to stop a problem is stopping it before it becomes a problem.

                    I think the best way may be to not start things. You have kites in the early enemies pool. That encourages the player to respond in kind because kites are the easiest way to deal with kites without sacrificing the ability to fight other things.

                    They're also frustrating and not fun and encourage abusing the AI because the way to beat them if you encounter them not already having equal range or two ships, is to spawn in a second ship and if the player doesn't have an anti-kite in his library the way to get it into range is for the first ship to start running away and forcing the kite to chase it past the second ship. This encourages breaking the gentlemans' agreement of not deliberately abusing the AI. They should probably be avoided on the NPC list.

                    As a clarification, the AI will try to use anything with just medium range weapons (cannons, ion beams) as a kite against anything with a mixed armament that includes short range weapons. Just because you think it's supposed to be a brawler (with a name like pugilist I don't think you intended a kite) doesn't mean it doesn't actually operate as a kite under AI control.

                    • Edited

                    Atarlost Well, kiting is a viable tournament style, so they should be present in the mod. Also, removing potential kites from the mod will remove one counter in case the player uses a kite.

                    Northerner Almost OP-like destructive, but I think it's fine considering the risk-factor, you need to get up close. Ideal for ships to swoop in and out at fast speeds.