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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Messages - Grizzlyadamz

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1
If that works it'll be good for other mods too- the combat freighter in diable suffers from the same issue.

2
Mods / Re: [0.9.0a] Scy V1.54 (2019/03/19)
« on: April 09, 2019, 09:35:13 PM »
So uh, I just found out if you brush aside Prism Freeport's defenses it's an easy 3mil/month.

I'm uh, I'm going to enjoy that while it lasts, but I gotta say it seems a little imba.

3
[snip]
EDIT: By the way, I just uploaded a hotfix version if you or anyone else is getting the double ruins bug. Redownload from the OP -- shouldn't break saves.
Oh that's where that was coming from lol
Doesn't seem like a major issue- was it breaking the colony for tech mining/usurping traits or something?

4
Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: April 07, 2019, 08:33:19 PM »
Look at the download URL & compare it against the previous versions in the OP's change log.
https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.10.0.7z
If you sub out the last part of that url (you'll notice the file is named after the version number) for the # of the specific version you're looking for, it might work.

So instead of 201.10.0.7z it would be 201.9.1.7z or what have you.

5
Modding / Re: No fighters that grant 'ground support'?
« on: April 05, 2019, 05:40:33 PM »
***, didn't scrap that quick enough, sorry tart.
Yeah I like the idea of having the fighter LPC add the hullmod, seems like more work but worth it.

6
Modding / Re: No fighters that grant 'ground support'?
« on: April 04, 2019, 10:09:59 PM »
#2 is pretty much the OP @angrytigerp
Atmosphere-rated fighters that are short-ranged bricks in space & chunky transports that almost lose to mining drones, but they give a smidge of extra ground power
Practically it would be easier & better to just get a dedicated troop carrier or two, but it could get a niche in small-fleet ops & with the headcanon crowd that would pack them into the dedicated trooper. Aint no way a big honkin stinkin goose of a cruiser is going to give the same kind of precise, close-in ground support a couple wings of aero-fighters & transports could. It could knock down the big ground emplacements sure, but you'd have to park the thing a mile away and tell the cyborgs to carry a couple extra batteries after that.

7
Modding / Re: No fighters that grant 'ground support'?
« on: April 03, 2019, 04:31:46 PM »
Hm good point Inventor, swapping out LPCs does come with a significant CR deduction but it might not be enough if you can get the full bonus immediately on a low-upkeep carrier or two.
Though honestly that doesn't seem too poorly balanced- carriers tend to be expensive. Swapping out and then back again post-battle has a nice fat pricetag to recover, same deal for keeping support LPCs equipped and swapping out to combat before battle- it could multiply deployment cost by 2-4x, and take away the high-CR edge you & your officers spent skills to get. Sure it would be worth it if you're a 100% combat fleet that just crushed 2 armadas and are about to fill your holds to bursting & fly straight home, but that seems like self-limiting cheese tbh. Especially if the bonuses are appropriately low.

Of course, that's also a lot of work, and a lot of modders aren't necessarily going to be excited to put in that much work on something that wasn't their own idea to begin with... Time to learn java, OP?  ;)
No speak english
And it's a concept more than anything. Would be a weirdly-specific standalone- "Support Fighter Pack: Come get your 4 variants of generic fighter LPCs for your supplemental salvaging & ground-ops needs"? Nah that's...no way forget it

8
I didn't see this on the wiki and a cursory search of the forum didn't turn up anything promising, so I did some testing and figured I'd share it here (trying to include some keywords to help people searching for this like I was find it)

Wanted to see what kind of a speed penalty different-size fleets experienced while traveling through deep hyperspace nebula, and decided to include hull sizes too.
Got these readings by resetting my skills & then adding 1 ship at a time, checking the Hyperspace (Deep) tooltip to see what the "Your fleet's speed is reduced by X%." read with each increment.
Ships tested were Hounds, Hammerheads, Apogees, and Paragons.
Spoiler
5       5         5        5
5       5         6        8
5       6         9        13
5       8         13      17
5       10       16      22
6       13       20      27
7       15       23      32
8       17       27      36
9       20       30      41
10      22      34      46
12      25      38      50
13      27      41      *11*
14      29      45      
15      32      48   
16      34      50   
17      36      *15*
19      39      
20      41      
21      43      
22      46      
23      48      
25      50      
26      *22*      
27            
28      
29      
30      
32      
33      
34      
*30*      

Avg:1.13    Avg: 2.27   Avg:3.3      Avg:4.545


Tallies:      
0-4      0-1      0-0      0-0
1-21      1-1      1-1      1-0
2-4      2-13      2-1      2-0
3-0      3-6      3-6      3-1
4-0      4-0      4-6      4-3
5-1      5-1      5-1      5-7
[close]

So it seems a single capital can travel through deep hyperspace as quickly as a frigate, but they quickly ramp up the penalty after that.
I also checked what would happen with 1 capital + 1 frigate, and 1 capital + 9 frigates, and got penalties of 5 & 14 respectively. Which makes it seem like the penalty IS heavily adjusted for the first couple ships (seems like the scaling kicks off after the fleet broaches a combined value of ~6) but then correlates closely with the per-ship average values.

9
Modding / Re: No fighters that grant 'ground support'?
« on: April 03, 2019, 12:08:32 PM »
There are fighters that grant salvage yield, according to their tooltip. See the SCV Construction Corvette that comes standard with Machine's Coalition-based Threshal capitals.

10
Mods / Re: [0.9.0a] Diable Avionics 2.03 (2019/02/19)
« on: April 02, 2019, 11:28:50 AM »
I've noticed an issue with the Rime- I fitted it for freight-hauling, figuring they'd be more survivable than colossi if we're trying to flee something.
But the combat-freighter AI insists on turning to face nearby enemies with the burn-catalyst active. So these unarmed freighters will forgo sprinting for the exit as quickly as possible and instead do a slow, graceful bank & hard burn into the pursuers.
The AI also doesn't seem to understand it has to point itself where it wants to go like a regular burn-drive, instead activating the catalyst and then throwing it into reverse & trying to fight it (failing utterly).

11
Mods / Re: [0.9.0a] Scy V1.54 (2019/03/19)
« on: March 28, 2019, 10:52:09 PM »
Tartiflette, SCY-vets, tell me about the Nemean Lion: what are it's strengths, weaknesses, and designed-for tactics?


Pollie if you're still here: I've had some luck keeping my frigates alive by tying them to faster ships. A 'fast' combat freighter like a Mule-P or a Solidarity from Shadowyards or a Tereshkova from Dassault-Mik work reasonably well as frigate anchors since they can get in & get out when the frigates themselves would want to, or better yet a buddy frigate. Especially with the buddy-frig system, the AI's smart enough to notice when there's an opening, or when its friend needs assistance, and can capitalize or support as needed.
They can no longer achieve the juicy 180*-flanks on slower vessels, but their combined firepower is usually enough to go toe-toe with heavy destroyers, they're much harder for the AI to isolate/pick off, & they're much more effective at hunting/killing other frigates when left to their own devices.
At least that's my experience.
Spoiler
I recommend using reinforced bulkheads if they're being tied to larger ships- they will suicide at some point, that's their safety-net.
[close]


I would like to request a Scy specific Trooper Carrier as well as Salvage Ship, please.

Thanks for the update.
Heheyy, speaking of ground support suggestions clicky!

12
Modding / No fighters that grant 'ground support'?
« on: March 28, 2019, 04:55:47 PM »
So far I'm surprised I haven't seen any planetary-ops-rated small craft to transport/support troops, if at the cost of space-ops capabilities/efficiency
Is it not possible? Or could I just...leave this thread here and suddenly see them appear in the sector?  ;)

13
General Discussion / Re: Best Transport shuttle?
« on: March 28, 2019, 04:31:50 PM »
So uh, I actually did an inordinate amount of testing and wrote up a wall of tierlist before actually taking a closer look at the nebula slowdown mechanics, and it turns out it is 100% based on fleet size & 0% based on ship size (not news to many of you I suspect).
So it is indeed best to use something like a suped-up Apogee or other cruiser (or two) of choice.

I'm still going to post that useless tower of text though.
Images & the A/B/C tiers would have been spoiler'd

Spoiler


"""Alright, so I did some testing on frigs & destroyers using the criteria above, and I've got something of a tierlist.

Testing was conducted by simming the craft & moving them to the top edge of the map and 1-1.3 of the large blocks away from the center, then telling the craft to retreat.
Like this:
They're offset so that the AI doesn't burn directly into the spawned foes.
The spawned foes included 1 Condor (talon interceptors @300 speed), 1 Snow Goose from dassault mikoyan (fast skimmer-destroyer), and 1 Afflictor (P) phase frigate.
These are particularly spooky enemies for a courier as they can catch & lock down most frigates, in my estimation.

S-tier: These two exceed the criteria and can survive direct contact with the enemy, able to retreat directly through the enemy formation without the offset
Spectacle Exploration Frigate

Mod: Dissassemble Reassemble
Hull Mods: Recon Package (BI), Surveying Equipment (BI), Safety Overrides, Unstable Injector, High-Res Sensors, Shield-Conversion: Front, Augmented Drive
Cargo/Extra Crew/Fuel: 75/30/100
Maint/Recovery/RecTime/Burn Cost: 4/4/3days/1
Speed/Burn Level/SensorP/SensorS: 205(280+ w/flux-boost & skills)/12(13 with skill)/30/90
Movement Ability: N/A

This guy is cheap, has extraordinary range, ample cargo, top-tier campaign evasion and in-combat it has an efficient 360* bubble-shield.
The 280+ base speed with SO & this shield allows it to survive & escape combat without an active movement ability.



Pigeon Courier Frigate

Mod: Arsenal Expansion
Hull Mods: Safety Overrides, Unstable Injector, Augmented Drive, Efficiency Overhaul
Cargo/Extra Crew/Fuel: 75/42/60
Maint/Recovery/RecTime/Burn Cost: 3.2/4/1day/0.8
Speed/Burn Level/SensorP/SensorS: 250(300+ w/flux-boost & skills)/12(13 with skill)/30/30
Movement Ability: Courier Drive

Cheap, great range, ample cargo, great campaign evasion and in-combat it has a good shield and a great damage-reducing 400+ movement ability.
Where the spectacle has the edge in campaign evasion, this guy has the edge in combat evasion, flitting around at 300+ with the shield up and the ability to boost directly through the enemy line with the courier drive.





A-tier: These craft meet the criteria and can retreat easily with the offset. They're in no particular order.

Shalaika Scout-courier frigate
Mod: Dassault Mikoyan
Hull Mods: Monobloc Construction (BI), High Res Sensors (BI), Surveying Equipment (BI), Unstable Injector, Recon Package, Expanded Cargo, Efficiency Overhaul
Cargo/Extra Crew/Fuel: 60/22/60
Maint/Recovery/RecTime/Burn Cost: 2/4/2days/0.8
Speed/Burn Level/SensorP/SensorS: 205(305+ w/flux-boost & skills)/11(12 with skill)/30/90
Movement Ability: Pulsed Skipjets
Cheap, great range, good cargo, great campaign evasion and in-combat it has a good shield & a 420+ speed ability. It has to stay at 0-flux or it loses 30% of its speed.


Clementine frigate
Mod: Junk Pirates
Hull Mods: Safety Overrides, Unstable Injector, Augmented Drive, Efficiency Overhaul, Shield Conversion: Omni
Cargo/Extra Crew/Fuel: 40/10/40
Maint/Recovery/RecTime/Burn Cost: 2.4/3/2days/0.8
Speed/Burn Level/SensorP/SensorS: 215(265+ w/flux-boost & skills)/12(13 with skill)/30/30
Movement Ability: Booster Jets
Cheap, good range, decent cargo, great campaign evasion and in-combat it has a good shield and a 315+ speed ability.

Seski Corvette Courier frigate
Mod: Shadowyards
Hull Mods: Harmonic Shield Conduits (BI), Safety Overrides, Unstable Injector, Auxiliary Fuel Tanks, Augmented Drive
Cargo/Extra Crew/Fuel: 65/11/70
Maint/Recovery/RecTime/Burn Cost: 3/4/2days/1.25
Speed/Burn Level/SensorP/SensorS: 260(310+ w/flux-boost & skills)/12(13 with skill)/30/30
Movement Ability: Phase Skimmer
Cheap, good range, good cargo, great campaign evasion and in-combat it has an acceptable shield and a phase-skimmer. However, it is fragile.

Ashnan freighter frigate
Mod: Shadowyards
Hull Mods: Harmonic Shield Conduits (BI), Safety Overrides, Augmented Drive, Efficiency Overhaul
Cargo/Extra Crew/Fuel: 100/20/50
Maint/Recovery/RecTime/Burn Cost: 1.6/2/1day/1.04
Speed/Burn Level/SensorP/SensorS: 215(265+ w/flux-boost & skills)/11(12 with skill)/30/30
Movement Ability: Booster Jets
Extremely cheap, good range, ample cargo, good campaign evasion & in-combat it has drones, an acceptable shield, and a 360+ speed ability.

Diamondback combat-freighter frigate
Mod: Junk Pirates
Hull Mods: Safety Overrides, Unstable Injector, Augmented Drive, Efficiency Overhaul
Cargo/Extra Crew/Fuel: 80/30/40
Maint/Recovery/RecTime/Burn Cost: 2.4/3/2days/0.8
Speed/Burn Level/SensorP/SensorS: 270(320+ w/flux-boost & skills)/12(13 with skill)/30/30
Movement Ability: N/A
Cheap, good range, ample cargo, great campaign evasion and in-combat it has a good shield and enough base speed to survive without a movement ability.

ASP-Cerberus combat freighter frigate
Mod: Junk Pirates
Hull Mods: ASP Syndicate Sponsored, Shielded Cargo Holds, Safety Overrides, Unstable Injector, Augmented Drive, Efficiency Overhaul, Recon Package
Cargo/Extra Crew/Fuel: 50/34/40
Maint/Recovery/RecTime/Burn Cost: 3.2/4/1day/0.8
Speed/Burn Level/SensorP/SensorS: 180(260+ w/flux-boost & skills)/12(13 with skill)/30/30
Movement Ability: Burn Drive
Cheap, good range, good cargo, great campaign-evasion but in-combat survivability would be cutting it close if not for the 460+ movement ability.



B-tier: These craft fall short in at least one category, but are still capable couriers

Vapor frigate
Mod: Diable Avionics
Hull Mods: Advanced Avionics (BI), Cramped Hull (BI), Safety Overrides, Unstable Injector, Augmented Drive, Efficiency Overhaul
Cargo/Extra Crew/Fuel: 35/14/30
Maint/Recovery/RecTime/Burn Cost: 4/5/2days/0.6
Speed/Burn Level/SensorP/SensorS: 250(300+ w/flux-boost & skills)/12(13 with skill)/30/30
Movement Ability: Evasive Roll
Cheap, good range, great campaign evasion & excellent in-combat survivability, but it has tight capacities. Very solid choice.

Torch gunboat frigate
Mod: Underworld
Hull Mods: Safety Overrides, Unstable Injector, Augmented Drive, Recon Package, Expanded Cargo, Auxillary thrusters
Cargo/Extra Crew/Fuel: 48/15/30
Maint/Recovery/RecTime/Burn Cost: 4/4/2days/1
Speed/Burn Level/SensorP/SensorS: 205(280+ w/flux-boost & skills)/13(14 with skill)/30/30
Movement Ability: Burst Drive
Cheap, Acceptable range, great campaign evasion & good in-combat survivability (with a 600+ speed ability), but it has tight capacities. No shield but it has enough ordnance points to mount one.


Star-Sylph combat courier frigate
Mod: Dassault Mikoyan
Hull Mods: Skipspace Reaction Furnace (BI), Shielded Cargo Holds (BI), Unstable Injector, Augmented Drive, Efficiency Overhaul
Cargo/Extra Crew/Fuel: 60/8/40
Maint/Recovery/RecTime/Burn Cost: 6.4/8/1day/0.8
Speed/Burn Level/SensorP/SensorS: 205(255+ w/flux-boost & skills)/13(14 with skill)/23/30
Movement Ability: Mirage System
Good range, top-tier campaign evasion & good in-combat survivability, but marred by slightly-tight capacities & expensive upkeep.

Camel (P) heavy frigate
Mod: Kadur Remnant
Hull Mods: Forever War Engineering (BI), Shielded Cargo Holds, Safety Overrides, Unstable Injector, Augmented Drive, Efficiency Overhaul, Shield conversion: Omni
Cargo/Extra Crew/Fuel: 60/21/120
Maint/Recovery/RecTime/Burn Cost: 4.8/6/1day/1.6
Speed/Burn Level/SensorP/SensorS: 195(245+ w/flux-boost & skills)/12(13 with skill)/30/30
Movement Ability: Flux injector
Exceptional range, good cargo, great campaign evasion, but it's not cheap and in-combat survivability cuts it close with the 305+ speed ability.

Centaur freighter frigate
Mod: SCY
Hull Mods: Scyan Engineering, Safety Overrides, Efficiency Overhaul, Recon Package, Insulated Engine Assembly
Cargo/Extra Crew/Fuel: 60/12/60
Maint/Recovery/RecTime/Burn Cost: 2/4/2days/1
Speed/Burn Level/SensorP/SensorS: 215(290+ w/flux-boost & skills)/11(12 with skill)/15/30
Movement Ability: N/A
Cheap, good cargo, good range, good campaign evasion, decent combat survivability.


C-tier- These craft barely meet the criteria (if at all) or leave much to be desired in combat- they make for suboptimal/risky picks.
Most ships that did not meet a minimum range of 30+LY were NOT considered.

Afflictor (P)
Mod: Vanilla Starsector
Hull Mods: Phase Field (BI), Delicate Machinery (BI), Auxillary thrusters, Hardened Subsystems, Augmented Drive, Solar Shielding
Cargo/Extra Crew/Fuel: 25/5/50
Maint/Recovery/RecTime/Burn Cost: 8/8/2days/1
Speed/Burn Level/SensorP/SensorS: 165(215+ w/flux-boost & skills)/12(13 with skill)/0/30
This guy is expensive and has too-small cargo & crew caps, but it has good range, top-tier campaign evasion & is frankly OP in combat. Deficient logistically, but utterly safe.

Manta (LP) fast destroyer
Mod: Disassemble Reassemble
Hull Mods: Safety Overrides (BI), Unstable Injector, Efficiency Overhaul, Solar Shielding, Shield Conversion: Omni
Cargo/Extra Crew/Fuel: 70/30/50
Maint/Recovery/RecTime/Burn Cost: 7.2/9/2days/1.6
Speed/Burn Level/SensorP/SensorS: 155(205+ w/flux-boost & skills)/10(11 with skill)/60/60
Movement Ability: Burn Drive
Decent Cargo, Acceptable range, Acceptable campaign evasion, but it's expensive & in-combat survivability only makes the grade thanks to a 405-speed ability, a fighter deck, and destroyer-grade shields/hp.
**Many combat-grade light destroyers can be turned into something closely resembling this when given a logistics mod (efficiency, expanded fuel/cargo), augmented drives, and SO**
Key properties of good destroyer candidates are a phase-cloak, a native fighter-bay, a native high speed (90+) & good movement abilities.
Usually they will be skirting both logistical requirements (due to expense & low relative-capacities), and combat survivability (since they CAN be caught & instead must rely on equipment to survive long enough to escape)
Still, most can serve as adequate couriers.

The hound & cerberus are both examples of vanilla frigates that almost made the cut but fell short because of that 30-LY range.

Other c-rank candidates:
Samoyed freighter frigate from Junk Pirates
Wirefox shuttle frigate from Junk Pirates
Bouclier courier frigate from Dassault Mikoyan
Flatmouse shuttle frigate from Dassault Mikoyan
Mudskipper XIV frigate from Kadur Remnant




Right now I think I'll take this Torch (christened "Home") out of storage and deck it out- not the most ideal on paper, but it's readily available and imo it's fun to fly around in a 'tomb for the criminally insane' that burns at 14 and has 600-topspeed capability.
Feels like a heavily armed/armored rocket, and has enough OP to really do some customization. """""
[close]

@intrinsic_parity, @goduranus, @Kohlenstuff
Just about all of that is good to know, thanks guys
I think I'll adopt something bigger afterall too- once my colonies (planet+moon) grew up from sizes 4/6 to sizes 6/8 (and I better-optimized them for fleet size) they stopped needing babysitting.

14
General Discussion / Re: Ideal outpost colony?
« on: March 24, 2019, 10:12:44 PM »
Do they ever get raided? Or is that a non-issue without any production?
(that's a real neat trick with the gas-giant jump point btw, but are there ever any planets that are always very close to a jump-out point? Would save a smidge of cargo-packing for the transverse)

15
General Discussion / Re: Best Transport shuttle?
« on: March 24, 2019, 10:08:38 PM »
There's just one real reason NOT to use capitals- they're slow as sin.
Lower burn drives sure but there's something you might be forgetting: they get caught up in the nebulae.
A single frigate can cut straight lines across hyperspace with just a 3% loss (ie none) while large fleets slow to a crawl when they enter calm fog.

And that travel time is why I'm interested- I've got colonies to babysit but I'm not done exploring yet. Can't afford to linger in fringe hyperspace when there's 2 raids and an invasion coming in.
Would rather keep stationary fleets in storage and use the shuttle to quickly zip between them.

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