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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - Wyvern

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Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« on: August 24, 2019, 05:53:06 PM »
Ah, that probably explains part of my difficulties - I trend towards using high or low tech ships rather than midline ones.  I'll have to try the guns out on an Eagle or Falcon.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« on: August 23, 2019, 04:31:05 PM »
So, the deserter package comes with a bunch of interesting fragmentation-damage weapons; at first glance, they seem to be tuned to be sortof-HE-ish, with extra damage procs coming from hitting armor or hull.

...But in practice, I've yet to come up with any variants of any hull that get good use out of them.  Which almost certainly means I'm doing something wrong with the variants I'm putting together.  Could you give an example of how you'd use some of these things?

(The deserter ships & fighters, by contrast, tend to be both neat and effective.)

Blog Posts / Re: Skills and Story Points
« on: August 23, 2019, 04:13:03 PM »
Hmm, carrier skills + terminator drones...

You know what might be interesting as an alternative?  Have the Carrier Group skill only benefit (and only count) crewed fighters.  That'd also serve as a way to let Remnant LPCs trend towards being a bit stronger than normal fighters without being an automatic "Well, I'm putting Sparks and Luxes everywhere now."

General Discussion / Re: Overrated (overpriced) ships
« on: August 22, 2019, 02:01:17 PM »
It's possible to design a missile-less Aurora variant that can, with no officer on it & under AI control, take on all three sim Dominators at once.  (Admittedly, this is with various fleet-wide skills in play, including 85% CR and +10% OP.)

If that's not sufficient to make a cruiser count as a "good fleet ship", I'm not really sure what is.

General Discussion / Re: Colonized World, terrible things happened
« on: August 22, 2019, 01:53:12 PM »
Oof.  Yeah, Nexerelin adds a lot more than just mining.  I do not recommend using it as a new player; it's designed to turn the game into more of an empire builder, and - in addition to things like Remnant raids - also adds a "diplomacy" system that really just translates to "random events ruin your reputation with various factions once you've made a colony".  (There is a setting in Nex' config files that lets you turn that "diplomacy" system off for the player faction, but I don't remember exactly what it's called.)

My advice remains the same, but with the added step of "Install the Console Commands mod first."

General Discussion / Re: Colonized World, terrible things happened
« on: August 22, 2019, 01:43:07 PM »
The base game, without mods, does not include Remnant raids.

As such, for a player who's relatively new to the game, I'd suggest just bringing up console commands, typing 'kill', then hit escape, then click on the remnant fleet that's giving you troubles, then hit escape again to cancel kill mode.

General Discussion / Re: How to deal with high-danger systems?
« on: August 22, 2019, 01:38:00 PM »
I've had fairly good luck taking them on with groups of Paragons - four Paragons under AI control, with level 20 officers, each set in pairs to escort each other.

This does require the right armament & hull mods, though, and I'd have to go looking for the exact variant I used.  Pretty sure it had plasma cannons (forward hardpoints), autopulse lasers, pulse lasers, HVDs, ion cannons (only in the forward two smalls - leave the rest of them empty), hardened shields, accelerated shields, stabilized shields, assorted other hullmods...

This also requires being able to deploy four paragons, which means you really need about eight of the things to make sure you've a large enough fleet to get enough of a share of the total battle size to put all four on the field.  (Plus, you need to crank battle size to the max.)

And you'll still lose one every now and again, to a Radiant that happened to get, say, 5x autopulse + 4x harpoon pod + missile specialization.


Alternatively, if all you really want is to clear out the Remnant presence: sneak in, start a colony (or multiple colonies if appropriate), and then go away.  Make sure you stay well away from the system for a while.  Build military bases, and the fleets from those will, sooner or later, kill off the remnant fleets and battlestation.  (And you keep away from the system so that cargo convoys remain abstracted; this makes them much less vulnerable to remnant interception than if the game is actually keeping track of all the fleets in the system.)

Modding / Re: Modding ShieldAPI
« on: August 22, 2019, 11:24:04 AM »
I recently switched over it's loadout to 2x Heavy Autocannons and 2x Anhillator Rocket Launchers to try to mix anti-shield and anti-armor.
Yeah, that feels like it'd probably be a bit clumsy to use as a primary vessel, though it'd be okayish as fire-support for other ships.

Then again, my takes tend towards not relying on missiles at all; a hammerhead with a pair of railguns (forward turrets), a pair of vulcans (rear turrets), an arbalest, and a heavy mortar, is pretty solid.  Insulated Engines, ITU if you've got it, max vents, at least 8 capacitors, season to taste with other hull mods or maybe harpoons (for AI use) or sabots (if you're going to be flying the ship yourself).  The hard part, there, is finding that pair of railguns; you can substitute light needlers, but those are pretty rare too.

For a design that doesn't rely on rare weapons, I'd try 2x arbalest, 2x light assault gun, 2x vulcan; it won't have quite as much anti-armor punch, but it'll fare better against (unshielded) enemy fighters.

Or, if you do have all the rare things, 1x HVD, 1x Heavy Mauler, 2x railgun, 2x vulcan, ITU, is a very solid build for AI use.  Maybe a bit slow to kill stuff for player use, but the stand-off engagement range dramatically improves survivability.

Modding / Re: Modding ShieldAPI
« on: August 21, 2019, 04:29:49 PM »
An AI phase ship will never overload - it's able to perfectly judge "do I have enough flux free to phase out?" or "Do I need to un-phase now to avoid fluxing out?", which makes the mechanics entirely player-facing, even more so than shields.

I'm pretty positive I've seen phase ships overload when there's enough threat around. And, to be fair, much more so than shields, an overload in a phase ship is definitely a screwup...
Hm.  I don't remember seeing an AI phase ship overload, but it's possible that it does happen and I haven't noticed because it's only come up in situations where the ship was dead no matter what it did.

I do know that I have, when up against certain mod-added phase ships with egregious armor values, managed to push them from the middle of the map to the map borders without them overloading, despite their being continuously at effectively max flux, constantly flickering out for just a second at a time, managing to retain just enough mobility to dodge every torpedo I sent its way...

Modding / Re: Modding ShieldAPI
« on: August 21, 2019, 03:34:57 PM »
From what you've described, I think you might find it more feasible to, instead of changing the AI, change the penalty for overloading?  Maybe boost the benefit of level 3 Damage Control to -50% overload duration (or more)?

Personally, the only part of this that really bothers me is with phase ships.  An AI phase ship will never overload - it's able to perfectly judge "do I have enough flux free to phase out?" or "Do I need to un-phase now to avoid fluxing out?", which makes the mechanics entirely player-facing, even more so than shields.  Making phase ships just fall out of phase (or not enter phase) if they don't have the flux to support it would be a much better option, imo.

Suggestions / Re: New player thoughts
« on: August 20, 2019, 02:51:46 PM »
If may I add something about D-mods:

Ships with D-mods aren't cheaper than those without D-mods. Not sure why but it would be cool to have some choice here.
Er... what, exactly, do you mean by "aren't cheaper"?  Ships with D-mods have lower purchase prices, and much lower sell prices.  They cost fewer supplies to deploy, and can (if you take the skill for it) cost fewer supplies to maintain.  The only places where they have the same "cost" is fuel costs, or if you're looking at the deployment "cost" - but that's just a limit on how much of your fleet you can have on the field, not a 'price' that comes out of any sort of long-term resource.

Found a bug, every time I try to open a market of the sylophon the game crashes. It happens in every station and planet, and cannot accede to fleet market either.

Edit: Verified that this does not happen to me.

Some relevant questions:
Did you update the mod version without starting a new save?  (Or, alternatively, does the issue persist if you start a new game?)
Did you delete the mod folder before unpacking the new version?  Unpacking in place will frequently result in your mod folder having a mish-mash of different versions, which, unsurprisingly, causes problems.
What other mods are you running?  It's good practice to provide this information when you make a bug report, as there are some mods that are known to have compatibility problems.
What's the full error stack trace?  You should be able to see this in the log file that Starsector generates; "error:null" on its own is basically useless for debugging.

@Nia Tahl thanks for the clarification.

On another note, does anyone have a recommendation for best Sylphon drones/fighters?
Depends on what you're going for, but in general all of them are at least not bad.

For starters, you can't really go wrong with just piling on Ravana wings; they'll eat lightly armored ships alive, and are still reasonably effective against cruisers and above.  They remain a significant step up from the vanilla Lux-class drone.
Add in one wing of Sivva for armor-breaching, and you can send them against even capital ships with good effect.
Or add in a wing of that EMP-beam fighter whose name I forget; you won't kill stuff quite as fast, but the lock-down is useful.
Or add in a Nalka wing for some extra kinetic damage; the Nalka isn't very survivable without a swarm of other fighters to cover it, but can be useful when it has that cover.

The Sadri is just a solid torpedo bomber; accurate enough to see use against frigates, and highly survivable.

The Myrigo is a weird combo of missile swarm and PD; they're not as good against heavy armor as a torpedo bomber, but are better at getting past enemy PD, and, when held in reserve, do pretty well as supplemental point defense for your own ship, with occasional missile volleys to help fend off flanking frigates or encroaching enemy fighters.  I tend to put them on ships like the Odyssey that have supplemental fighter bays rather than being dedicated carriers.

Oh, and I guess there's the Vetra with its kinetic-damage missiles?  I don't recall being impressed, but at least in theory they should pair up decently with the Sadri.
Same goes for the support-type drones; the outcast kinetic damage drones are not impressive, the PD drones are probably decent but I set up my ships to have sufficient PD without fighter support so I don't bother, and the arphage drone is situational but actually pretty good if you can get it in range of enemy targets.

General Discussion / Re: (Completely Theoretical) Automated Ship builds
« on: August 20, 2019, 10:06:41 AM »
Well, based on my fights against remnant fleets, I'd have to suggest: a single Radiant-class battleship, armed with four autopulse lasers, one tachyon lance, and four sabot pods.  Install an Alpha core with missile specialization.  Watch it waltz up and delete a Paragon.

It would also be nice to be able to check what industries a planet has, or sort planets by industry.  For example, I might want to look for "Everywhere that is competing with my fuel production", or "What planets of faction X have heavy industry for me to raid for blueprints?"

Suggestions / Re: Luddic Path / Pirate Behavior (Crusades?)
« on: August 19, 2019, 02:51:55 PM »
Have you been to a system with a Luddic Path Battlestation?  They've clearly got the resources for a crusade.  Or two.  Or five.  There are reasons that the bounty on a Luddic Path station is much higher than for a Pirate station.

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