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Modding / Re: [0.9.1a] WhichMod 0.4a
« on: March 01, 2021, 04:11:54 PM »
Patched to 0.4a. Now more reliably detects mangled .csv data, which should fix a crash with Neutrino.
Starsector 0.9.1a is out! (05/10/19); Blog post: Writing Starsector (12/18/20); Starsector 0.95a In-Development Patch Notes (10/16/20)
I've played around a fair bit now with the system swapped Moray and Persephone. I've seen that the Moray does consistently outperform the Persephone in terms of damage and survivability, especially in the AI's hands. The only real exception is safety overrides in the players hands, where the Persephone's ability to bring 3.5 pulse lasers to bare on a target at once is much stronger. I feel like the Moray is in need of some nerfs. My first instinct would be be to its ordinance points or defensiveness. Currently it can easily afford to pack a converted hanger and some wasps, while leaving the back turret empty, to cover its lack of PD.
My other main thought is that I think there's too many cruisers in the high tech blueprint package right now. They cover pretty much everything you might need for cruiser warships, limiting fleet variety from game to game and the excitement from finding a new cruiser blueprint. Maybe cut it to 2-3 new cruisers in the package and have the rest as rare singleton blueprints?
What about extreme modifications? I hear that thrown around a lot in discussions, but I don't personally use the mod that adds it. I think it's ship/weapon pack?
Small bug: One of the Flamingo's small synergy hardpoints is labeled as a turret.
Hey there, really enjoying the mod so far. Looking forward to future content! Had a question about the Fourth Battlegroup hull mod on the IV Paragon. The hull mod claims 'Significant internal changes provid a 3/5/7/10 bonus to OP budgets', but I see no OP discount on any mounts or hullmods. Am I reading this wrong or what?
Did you have a plan for Lowtech and Midline Expansion in the future?
In my current game I ended up slapping on graviton beams, a converted hanger, and a pilum launcher on my Moray so it could be a long range support ship.In my opinion, that's a horrifyingly wasteful use of a Moray, but if you enjoy it, I won't stop you. I would suggest a medium Reaper and two Pulse Lasers as a standard loadout.
To help the two feel more distinct, you could also make the Persephone a more expensive ship and tweak the Moray's stats to be much more defensive.Making the Persephone more expensive makes it compete directly with the Medusa, and the Medusa is generally a better ship because it can fit railguns. If anything, I would reduce the shield efficiency of the Persephone to push it further into the skirmishing role.
I'm looking at the destroyers added by the mod in general and notice that all three are priced as oversized frigates...Combat ships are generally balanced around combat performance vs supply/deployment cost, not credit cost. That said, I'll go over credit values for the ships to bring them in-line with vanilla, since it looks like a few ships have the wrong prices for their size class.
The Iris feels like something closer to the Sunder in terms of function and power.The Iris is explicitly a PD support ship for cruiser and capital fleets- it can survive firepower that would normally obliterate any other destroyer and has a substantial bonus to PD range, but it's also cripplingly slow, which limits its power in more offensive roles.
The Scute is very similar to the vanilla Vigilance ship...The Scute is substantially stronger than the Vigilance, because it has much stronger flux stats, a 0.6 shield, and a system that improves survivability. It pays for this in speed- it's an excellent line frigate, but you won't be capturing objectives or chasing down other frigates with it. It's also getting some more PPT next patch, to compensate for that sluggishness. In terms of credit price, it should probably be more expensive, not less- all high-tech frigates are pricier than their midline or lowtech counterparts.
The vanilla package is very bare, giving three light warships not a single carrier capable ship for the two great fighters in the package.Yeah, there would probably be a few more carriers in HTE, but I don't want to tread on the toes of other mods- Several mods add destroyer/cruiser hightech carriers, and I don't want to duplicate ships that already exist.
I gave this a shot now and noticed that the Moray and Persephone are nearly identical ships. The two cost the same, have similar roles, have the same speed, almost the same logistical profiles, and both come in the high tech blueprint package. Beyond the obvious difference in ship systems and weapon arcs, the Persephone has two extra small energy mounts, better ordinance points, and slightly worse shield maintenance compared to the Moray. This would seem to make the Persephone the ship that should be used over the Moray in almost all circumstances. Perhaps the Moray should gain another missile mount or two?