harpy eagle wrote:If everything were linear we wouldn't need to worry about these second-order effects from stacking stuff. But the impact of regen isn't linear, so I still think it's the regen.
zolobolo wrote:It is just harder to grasp what it effectively means when designing the ship (like how many hits will it withstand from a Heavy Laser, or what does it actually mean when I add another regen module) since you need to calculate the square root of the current shield load-out
zolobolo wrote:The bigger problem now are direction shield segments
harpy eagle wrote:This is a really good point, and I'll see if I can mod the designer GUI to show the regeneration rate.
harpy eagle wrote:I'm not sure why the game doesn't accept changes to this file from a mod... when it loads it should replace gui.DesignerPane, right?
harpy eagle wrote:I see. Dependency logic would be cool however it may save you a lot of time just to provide a function that reloads whatever resources need to be refreshed, that modders can then throw at the bottom of their relevant mod files.
Code: Select all
reload_script [[GUI\~GalaxyMap\GalaxyMap.lua]]
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