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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - Phoenixheart

Pages: [1] 2 3
1
Mods / Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« on: February 05, 2020, 10:08:02 AM »
Gotcha, thanks. Since updating the main mod is not usually save compatible, can you tell me what needed to be changed so I can fix it in the version I have now without having to restart?

2
Mods / Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« on: February 04, 2020, 02:47:57 PM »
Sorry if this has been asked before, a quick search didn't pull anything up:

IBB bounties have the flagship as "always recoverable" since the bounties are non-repeatable. Are the HVB bounties in Vayra's Sector one-shot as well, and if you don't get lucky and recover the flagship is that chance lost for the whole playthrough? or can it randomly show up again later as the flagship of another bounty?

3
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: January 13, 2020, 04:45:00 PM »
I noticed some of the weapon names seem to be inspired by Mechwarrior/Battletech weapon names, is that a coincidence? (example, ER lasers, pulse lasers, streak missiles, AC/UAC's)

Either way, I approve!

4
I'm not sure if it's feasable to code, but that's actually an interesting idea, if your ships had a similar level up mechanic to officers, where you're given 2 random trait options and you pick one of them.

5
Just to clarify, when a mothballed ship loses its traits it ALSO loses it's reputation level, right? So a legendary ship getting mothballed will reset it and have to climb up through the ranks again?

I ask because it makes sense but is not what I originally expected when I read the FAQ, I was thinking that it would remove the traits but keep the level, so you could basically reroll for different traits at the cost of not getting to keep any of the originals, so a few meh traits would be worth keeping if you also had one you really wanted.

6
I assume the removal of the outcasts also includes their weapons, correct? I know a lot of them have very similar versions in Tahlan but I'll miss the red/black colors on the guns, haha.

7
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.13
« on: January 07, 2020, 03:17:30 PM »
Sweet, glad to see the Metafalica endures! do the HVB ships require Vayra's Sector to acquire? I assume so, since in the config files it's in the same category as the other Vayra's-specific bounty ships.

8
Mods / Re: [0.9.1a] Sylphon RnD 0.9.5g
« on: November 27, 2019, 04:43:54 PM »
Am I doing something wrong, or does the Equilibrium constantly use it's shield electro-pop effect to destroy its own missiles and fighters (and other ships' fighters) even when nothing is shooting at it? For this reason I've avoided equipping mine with any missiles lately...

9
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: November 25, 2019, 05:21:27 PM »
Using NoFood's version, I acquired blueprints for the 2 pirate ships (black swan and... the carrier one, I forget the name). When I try to build them from my colonies it consumes all available production but fails to create the ship, just gives the supplies/fuel/crew that you'd get normally.

I've seen this bug before, is this common and is it something I can tweak in a config file to fix in my game without waiting for an update?

no entry for this vessel in default_ship_roles.json perhaps

That fixed it, thanks! Had to add Black Swan and Goliath to default_ship_roles.json.

10
Suggestions / Re: Combat Command Overhaul?
« on: November 25, 2019, 04:50:28 PM »
That's pretty much where I ended up as well, I find that my fleet performs best without me issuing any commands. There aren't enough command points to really micromanage a fleet like you would an RTS, and with how quickly the battlefield flows and changes, any commands you do give become irrelevant or detrimental very shortly after.

11
Suggestions / Re: Combat Command Overhaul?
« on: November 13, 2019, 06:28:52 PM »
I'm not sure if this would still be included in the OP for this topic, buuuut I have one massive grip about the AI, and if it weren't for that everything would actually be pretty great.

I really, really wish that my fast, small ships wouldn't rush ahead of the fleet at the beginning of a battle, which results in them getting focus targeted by the entire enemy fleet and vaporized before the rest of my own fleet gets into range.

Especially when this ship is a carrier.

Most of the time it does work out ok, the smaller ship can usually retreat back out of range before it suffers fatal damage, but not always, and it feels like such a pointless avoidable ship loss.

For this reason, I always deploy my slow ships as the first group, and then once they're on the field I re-open the reinforcement window and deploy the faster ships and carriers so that they stay behind the slow ships (I rely on the AI's poor pathfinding to keep them from sneaking between the bigger ships and racing out in front, works surprisingly well lol)

I've sometimes used the escort function to do this, but it results in a wasted command point just to ensure the entire fleet enters the battle at the same time, and sometimes results in armor damage due to collisions as the ships try to re-orient themselves behind the flagship. Hilarious, but a bit annoying.

Is there a way to add a combat command that just keeps all of the ships in their starting formation? Ooorrrr is there a way to let us pick which ships go where in the deployment zone during fleet deployment? Being able to ensure that the ships I want in the back actually do spawn in the back of the formation would be super helpful.

12
Just to get some clarification on clearing rep -

1. When mothballing a ship to clear rep, I assume you have to keep the ship in your fleet mothballed for this to work? It looks like when you store a mothballed ship it is no longer technically mothballed as far as the game is concerned.

2. For the X days per trait, are they removed all at once at the end of the total number of days, or are they removed one at a time as each X number of days pass?

3. Pretty sure I know the answer already, but does it store mothball progress, or is it reset if the ship is briefly un-moth'd and then re-mothballed?

13
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: November 13, 2019, 02:53:28 PM »
Using NoFood's version, I acquired blueprints for the 2 pirate ships (black swan and... the carrier one, I forget the name). When I try to build them from my colonies it consumes all available production but fails to create the ship, just gives the supplies/fuel/crew that you'd get normally.

I've seen this bug before, is this common and is it something I can tweak in a config file to fix in my game without waiting for an update?

14
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: November 07, 2019, 04:33:45 PM »
Oh my god thank you so much for putting in the work to update and rebalance this mod. I'm a huge Homeworld fanboi, so this mod was always one of my favorites, even if it was a little unbalanced in days past.

15
Mods / Re: [0.9.1a] Sylphon RnD 0.9.5f
« on: November 07, 2019, 04:25:08 PM »
I have to say, I really love this mod and love how well it is balanced with the vanilla content.

If you're looking for ideas to expand the ship roster, there's one that I think would be super awesome:
A modification (or sister ship) to the Outcast
Spoiler
Metafalica that has normal ballistic hardpoints instead of the built-in Phiria(?) cannons. The Phiria are super sweet, but I LOVE the way the Outcast Large Ballistic railgun (can't remember the name) and I wish I could equip them to the Metafalica, if only just to look cool.

I will say, the more-flux-more-armor mechanic is really creative, and makes a flux overload less of a suicide-mistake, plus the glowing red plates on the sprite look wicked cool.
[close]

I do have some questions about some of the mod's content:
Spoiler
I've been using the mod for a few months now (RL time, multiple playthroughs in game) and on my last playthrough I raided the SRD homeworlds for blueprints. I picked up several Eccentric Core ship blueprints, and I assume these are the ones that were intended to be made "not available through raiding" in the patch notes. My question is, I've NEVER seen these in game, how would they be acquired through normal means? Or are they intended to only be available to AI fleets?

I also am not sure how to get the Sylphon Navy flagship versions, the ones with the cool (extra) purple paint and higher supplies cost, are those supposed to be something the player can acquire, or are they only intended for the AI fleets?
[close]

Last thing, are there any plans to add unique/boss variants to go along with the IBB Bounties from the Ship/Weapons pack mod? No worries if not, just curious.

Thanks, and keep up the good work!


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