Wooooooo, go Dan212!!!! :D :D :D :DSpoiler(https://i.imgflip.com/1hi2q2.jpg)[close]
Do NOT rename those files! You have to use a code editor to modify their content in order for the game to read your fleet. I recommend using Notepad++ or Sublime Text as it won't modify the files' layout, that could potentially corrupt them. DO NOT use Word, DO NOT use Excel/Open Office and such unless you know how to configure them to not corrupt these files. Using the default Notepad is not recommended either.
1,1,SHIP,histidine_hammerhead_standoff,steady,
#2,1,SHIP,sunder_CS,steady,
3,1,SHIP,histidine_vigilance_ranged,steady,
4,1,SHIP,gemini_Standard,cautious,
5,1,WING,thunder_wing,,14000
6,1,WING,gladius_wing,,16000
"Shipmaster, they outnumber us three to one!"
"Then it shall be an even fight."
... a lot of things from DME seems still a tiny bit too good.
Additionally, that PACK frigate really needs some work to bring it in line
Wasn't it 15 of them for less than 100k?Yes. 15 and weapons for like 100K
When I try to run starsector with the mod for round two enabled, it crashes throwing this error:
Fatal: Ship hull [istl_stoat] not found!
Check starsector.log for more info.
Inside starsector.log is this error:
7017 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [istl_stoat] not found!
java.lang.RuntimeException: Ship hull spec [istl_stoat] not found!
at com.fs.starfarer.loading.for.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Any help fixing this would be appreciated.
Probably my favourite round to watch was THI vs Lashers; Round 2 - thought the THI just about had it ...i'm really happy with how that one played out. felt like both the Nanzhongs and the Qianzis did exactly what i hoped they would do; the former covering and suppressing, the latter bursting and disabling. :]
Even without the Sabots though, Mayorate frigates and destroyers tend to struggle a bit against other small ships because of how slow/glassy they are.yup, i'm facing Mayorate next, and my round 1 fleet is just wiping the floor with Dan212's in all tests so far.. it's 6 ships vs 4, but they lack the speed or range to make advantage of their superior numbers. it's not a fast battle, but my ships can just pick them off one by one, without getting into any real danger themselves.
All right, so that issue was fixed by redownloading DME. However, now when I run the game it almost finishes loading before throwing a fatal null error. :(did you do the stuff explained in this thread (http://fractalsoftworks.com/forum/index.php?topic=8726)? if not, do so. ^^
Looking at starsector.log it's an OutOfMemoryError. I only get this when I have the tournament mod enabled.
I'll admit when I saw the lineup I felt like I had a strong chance of getting a result - my tests against mixed fleets made me believe the 3 medusa would be a pretty strong lineup. I underestimated the ability of a human to put together great builds; the hammerheads were very effective and perfect to counter pretty much anything I could have thrown at you.that was my biggest surprise so far, i did not expect 4 Hammerheads to win vs 3 Medusas.
I wonder how well the new upcoming "Reckless" AI profile will help! Seems a lot of battles would have gone differently if only the AI would have pushed the attack a few seconds longer!
Also, it is painfully obvious that ballistic weapons with good range and shield-busting kinetics are the way to go. Dem Light Needlers da real MVPs!
did you do the stuff explained in this thread? if not, do so. ^^
You don't have anything to do but add new ships to your fleet file as "round two" ships.
Too late for this tournament, but for future ones you might want to consider changing the rules to force fleets to include a greater variety of ship classes.Don't get your hopes up
Unless you are talking about the frigate spam, then Tarti is adding a new rule to try and help fix itNot just frigate spam, but also 12+ of the same frigate.
Yeah, Tarti is adding a rule to increase the prices of the same amount of ships over a certain amount but sadly the way the tourny is set up, many factions NEED to frig spam the same ships as they only have one or two combat frigs, especially in vanillaUnless you are talking about the frigate spam, then Tarti is adding a new rule to try and help fix itNot just frigate spam, but also 12+ of the same frigate.
Yeah, Tarti is adding a rule to increase the prices of the same amount of ships over a certain amount but sadly the way the tourny is set up, many factions NEED to frig spam the same ships as they only have one or two combat frigs, especially in vanilla
for future ones you might want to consider changing the rules to force fleets to include a greater variety of ship classes.there will probably be a vanilla-only tournament after v0.8 drops, without faction/tech restrictions. the overall variety of ships in the tournament will obviously be lower without mod content, but the diversity within each fleet will (hopefully) be higher than we've seen in most of the fleets so far.
many factions NEED to frig spam the same ships as they only have one or two combat frigs, especially in vanillaremember Kissa-Mies' 9 Lashers swarm that annihilated my 2 destroyers + 2 frigates setup? there was a single battle where the fight was close, and that was because i got lucky at the start of it (i did a few more tests afterwards, and my fleet never got close to that result again). with the new rules someone could use the exact same fleet except with 1 Lasher less. going from 9 to 8 would hardly be enough to completely cripple that fleet, let alone make the entire low-tech faction unviable. :P
We have seen a wide diversity of fleets within the constraints given by the various factionsso far, yes. but if these tournaments become a somewhat regular thing, we might see less and less diversity in future tournaments, as players figure out how to best exploit the imbalances of this setup. to a degree, that is to be expected and even part of the fun. but if it goes too far into that direction, variety and creativity will suffer, and both building the fleets and watching the battles will become less interesting as a result.
The hard limit makes sense, but...
4 Frigates per 1 Destroyer, 4 Destroyer per 1 Cruiser, and 4 Cruisers per Capital ship.
The fifth frigate requires you to have a Destroyer, and so on.
Oh, and the Destroyer has to be at least twice the price overall as each frigate to count.
Something like that anyway.
Eugh, no, some of us much prefer our frigate swarms to enforced capitals...making excessive frigate spam inefficient isn't exactly "enforced capitals". ::)
honestly, the whole thing would work out better if a version before skills was used. or do you guys not use officers?there are no officers, no. ships are assigned an officer personality, but there are no skills involved at all.
If it's not too much trouble to the streamers, could you guys keep uploading the Twitch streams of the tournament to Youtube? I can watch Youtube videos at 480p just fine, but even on mobile quality Twitch won't buffer fast enough for me to get an uninterrupted minute of their video with buffering times exceeding twenty seconds at a go. Dunno why.
If you deploy more than 5/4/3/2/1 hull of a given type, all of them take a +5% price hike per additional hull. (not counting the weapons)I'd argue for making the cost penalty a little harsher; my thought is 6% compounded (ie 1.06, then 1.06^2, 1.06^3, etc). That equates to a roughly 50% hike at six ships over the limit.
SpoilerWhat I found interesting in the second match (DA vs DME) was that the DA AI was using it's fighters defensively, having them constantly escorting something. When I fight fighter/carrier centric fleets in-game, especially DA fleets, they generally have their fighters being a lot more aggressive. Does anyone know why that is?[close]
SpoilerWhat I found interesting in the second match (DA vs DME) was that the DA AI was using it's fighters defensively, having them constantly escorting something. When I fight fighter/carrier centric fleets in-game, especially DA fleets, they generally have their fighters being a lot more aggressive. Does anyone know why that is?[close]SpoilerThe AI tournament mission places mandatory escort commands on all the larger ships, I believe, which in the Diable fleet is being fulfilled by the Warlust wings.[close]
Soliciting other suggestions for cool moments that you would like to see in a montage.
I've haven't been playing and have largely been lurking on the forums while I await the update, but I want to chime in for a sec: this was a very cool event that I thoroughly enjoyed watching; thank you Tartiflette for organizing this, and I'd love to see a 3rd Fleet Building Tournament down the road!The sooner the better imo! ;)
Regardless, i'm curious to hear about people's opinion about the Sabot, now that we've seen it in all its glory in this tournament.
Lastly, there's no such a thing as Archers, Ridgebacks and other cheap missile boats in vanilla (asides from the vigilance), limiting the viability of this strategy.There aren't nearly as many dedicated missile boats in vanilla, but the vast majority of combat destroyers and combat frigates do have at least two small missile slots. You won't get fleets that are just entirely missile-only ships, but you do get a ton of missile slots spread out over your fleet. This is part of why Harpoon spam is so bad in lategame vanilla battles; as soon as one ship hits high flux, half a dozen enemy ships throw all their Harpoons at it.
massive EMP damage basically overloading a shipeven with literally all weapons disabled, a ship isn't nearly as defenseless as during an overload. it can still use its shield normally (which is by itself a massive advantage already), it can still use its active system (which is often useful for getting out of dangerous situations) or it can even use the time to dissipate flux at double the normal rate by venting (whereas overload reduces flux dissipation below the normal passive rate).
They also seems to have more ammo (one rack seems to have at least 3 missiles left even after firing 4 beforehand)i was wondering about that, but it's possible the additional ammo comes from another source. maybe Expanded Missile Racks got buffed to +100%? since with the current +75% and the skill revamp, there wouldn't be any way to get a 2nd shot with a single shot missile anymore. would also fix some rounding weirdness like some missile weapons having only half a standard salvo left at the end.