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Messages - Snrasha

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1
Mods / Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
« on: November 09, 2020, 05:33:05 AM »
The Niddhoggr Lance built into the mothership seems to suffer from the same bug that used to be present in the base shadowyards mod. Only the first shot it fires can deal hull/armor damage, for the rest of the combat the lance is only capable of damaging shields, any hull hits are harmless.

Noted. Thank.

2
Mods / Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
« on: November 05, 2020, 01:48:46 PM »
Any chance of adding an SAD start similar to Blade Breaker Deserters.

It would be fun to play as SADD (Defectors of the Defectors XD)

Sadly, no ah ah.

3
Mods / Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
« on: September 24, 2020, 08:33:52 AM »


Download here
Requires LazyLib,GraphicsLib,MagicLib
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work

Version 1.0.1e hotfix:
Quote
-Fix a memory leak
-Move bitbucket to github for version checker issue.

4
Mods / Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
« on: August 13, 2020, 06:24:18 AM »
Well, i prefer not for multiple reasons, but thank you for the proposal ^^.

And sorry Lilly, on my head, that sounded obvious.

5
Mods / Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
« on: July 01, 2020, 01:24:38 AM »
Discovered an interesting interaction between the SAD Motherships/Stations and the Gravitic Anchor hullmod from prv Starworks mod.

The Station is treated like a strike craft and dragged towards the ship with the hullmod. While kind of amusing, having the incredibly powerful station dragged into the middle of your fleet, all guns blazing, gives messy and poor results. Also splats the poor Eagle I had the hullmod on.

Heh, anything can happens with mods.

6
Modding / Re: Is there a list of functions for modding?
« on: May 05, 2020, 09:31:06 PM »
i'm making hullmods and i tried to use varya's cargo->armor hullmod
i found ship.gethullspec().getCargo() and changed it to ship.gethullspec().getArmor(), hoping it'd work
sadly this isn't the case and i can't find documentation of where that function comes from

Use a IDE for see all methods than you can use or just go on the javadoc:
https://fractalsoftworks.com/starfarer.api/index.html?overview-summary.html

7
General Discussion / Re: High-tech warships
« on: April 20, 2020, 05:29:15 AM »
I never use SO, because I fear losing my ships, but is it just universally better? It feels like people talk about it like it's just better then not having it.

Wouldn't a long range hammerhead just snipe a so hammerhead?

A SO hammerhead can easily kill ships which do not have a good mobility + a weak side.  A SO hammerhead is efficient, cheap and i used it for my flagship while my entire fleet are composed of capitals. Just because a SO hammerhead can easily kill type of capitals. The only weakness are fighter. Try on a real battle, a SO hammerhead with 2 chaingun and two kinetic weapon on the front, you will see. You will destroy cruiser like paper.

8
Mods / Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
« on: April 14, 2020, 08:31:14 AM »
On player hand, you can play him a bit different, but like if i need to play with it, i prefer a layout like that:
Spoiler
[close]
Beat a onslaught or any vanilla capital except the paragon where this is more a draw (but against a paragon, any 1v1 are often a draw).

Because of the 1v1, ennemi do not engage too near the Minster, so it cannot use the shipsystem.
On a fleet, it is very good too.

But for others peoples who use it, they just put beam everywhere. A disco ball. This is a paragon with ATC and massive amount of tactical laser. Can be seen bad, but after, when you think to it, you do not run the Minster alone without a army.



9
Mods / Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
« on: April 13, 2020, 10:47:21 AM »
I've been using pulse ships for a some time and satisfied of them. Only two things should be said:

1) Pulse blueprints are too common. Sometimes I salvaged it 3 times in one system.

2) I found minsters ineffective. Yeah, yeah... heavily protected, lot of guns can be mounted... still ineffective. Only two large mounts, and both are right in a center of the large vessel, decreasing effective fire range. Lot of middle energy mounts? Really a lot. But you can't concentrate them on a single target. And, yes, medium energy weapons are either low DPS or low flux efficiency. Flux capacity might be hight, but dissipation is awful for it's size - you can not feed your numerous mount. Bombers, you say? Yes, they can increase firepower, but it costs a lot of OP for installing LPC and carrier hullmods. In fact, that is the main issue - minster does not have enough OP(360 compared to 370 paragon). If not their uber system, they would be useless at all. It is just a personal opinion, but this thing need a slight buff.

Totally agree with that, Minister been based on Cathedral from S&W pack, but while Cathedral probably the strongest super capital i ever seen, this thing is abysmal...

Key difference is flux management. To make Cathedral GODLIKE all you need is install makeshift shield generators on each module. Something like this - https://i.imgur.com/lLxw0lO.jpg
What makes it so strong is fact what center piece have almost none weapon mounts and all of them are composites, so you can install rockets and forget about wasting flux on weapons at all. All flux goes to main shield and when it about to break you vent it while auxilary parts able to protect themselves using their own shields. You just need to minimize downtime of main shields and make sure what smaller shields are durable enough to sustain damage while you venting. It also allows you to move extremely fast for such beast - abusing 0-flux boost while keep yourself mostly protected from damage. This opens conquest-like playstyle of super kite-capitalship. Pretty hilarious for such enormous ship.

Minister been done completely opposite. It's shield modules are weaponless and very fragile capacity and armor vise, they not able to absorb any decent ammount of dps and fall apart after 1-2 overloads. At the same time all your weapon mounts concentrated under core control, so you have dilemma: shot or try to survive. No matter what you chose this gonna lead to rapid overload of main ship and auxulary shields aswell, leading to complete inability to fight against any decent capital-sized comlement to enemy's fleet. This thing can deal some significant damage, especially against Paragons (glad to minister shipsystem), but can hardly withstand against even minor focuse fire.

Solutions? Obviously it needs a buff. It's not even capital ship after all, it is super capital, the 5th class. But it just underperforming. I would prefer to use pair of Paragons as AI-controlled complementary to my main ship instead of Minister, because they literally almost immortal (very important to not lose your capital ships) and able to support me with 4 large energy mounts each. More ordnance points, better shield modules, maybe less small and medium mounts, but more large ones? Medium energy is just very poor choice for capital, even with mods there is none even half-decent ones. Also it would be nice to make mounts more standardized. I mean ffs minister had 16 universal mounts and... 3 small rockets? Why not just 19 small universals then? Why you force player to make 5th weapon group with, for example, 3 small reapers? It makes 0 sence.

p.s. by the way, ai just never uses quantum discharge, which is another nail to the minister's coffin.

The minster shipsystem has be fixed on the last release and the range is very small (1500).
I will modify these 3 missiles to universal for the issue to have 5th weapon group.

But Minster is not a ship for battle for me. Not created for battle.  I will think to maybe reduce a bit the maintenance cost because of that.

10
Mods / Re: [0.9.1a] Gladiator Society
« on: April 13, 2020, 09:28:06 AM »

Download on the main page.

Version 1.2a(break save if your version is 1.1 or below):
Quote
Fix gladiator bounty empty list

12
Mods / Re: [0.9.1a] Gladiator Society
« on: April 12, 2020, 08:53:45 AM »

Download on the main page.

Version 1.2alpha(break save):
Quote
-Fix the Tygnon Lord bounty
-Remove every unique ships except 3.
-Add Hullmod, blueprint, weapon, fighter reward on the endless battle
-Modify how is displayed the difficulty.

13
Mods / Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
« on: April 12, 2020, 08:47:52 AM »
Was it necessary to remove a third of the ships in this mod? I mean, I get that you're trying to clear out "garbage" and have the mod fit one specific theme, but I actually liked some of the non-pulse industries designs. Stuff like the Caltrop and Colchester were the entire reason I used the mod. High tech shiny blue ships that play exactly like every other high tech shiny blue ship are kind of boring, they don't have the character of the ships that used to be a part of this mod.
For reason, we have decided to cut the co-work. They have not dissapears, they are always on High Tech Armada, just not here, because this is not High Tech Armada anymore this thread.

You can found these ships (caltrop and colchester) on Yui-Chan thread (But she is busy or do something big for High Tech Armada). You can download on this temporary link:
https://bitbucket.org/Snrasha/armada/downloads/HighTechArmada.zip
Contains the 4 ships of Yui-Chan.

14
Mods / Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
« on: April 11, 2020, 09:37:01 AM »
Quote
This is more a civilian ship

Oh... Haven't read the description. So, it is basically a logistic ship with ability to shot-dead lone capital? Make sense.

If so, isn't it too hight in maintenance? 75/month is kinda to hight. Efficiency overhaul and solar shielding (hyperspace storms) can be considered as a must-have hullmods, still it too hungry in supplies.

Pulse Industry got some defense on their mothership. And for the maintenance. Really not because this ship is very much bigger than a vanilla capital. And it has the storage capacity for supplies.
But anyways, you need just to see it like a bad ship. Not really a ship than you want on your fleet, like i never put many capitals, cruiser, destroyer or frigates on my fleet because i dislike them. But the Minster, when i got one, i put one.

Else, maybe than yeah, i put Efficiency Overhaul on every ships of my fleet, but meh, ah ah.

15
Mods / Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
« on: April 11, 2020, 06:29:31 AM »
I've been using pulse ships for a some time and satisfied of them. Only two things should be said:

1) Pulse blueprints are too common. Sometimes I salvaged it 3 times in one system.

2) I found minsters ineffective. Yeah, yeah... heavily protected, lot of guns can be mounted... still ineffective. Only two large mounts, and both are right in a center of the large vessel, decreasing effective fire range. Lot of middle energy mounts? Really a lot. But you can't concentrate them on a single target. And, yes, medium energy weapons are either low DPS or low flux efficiency. Flux capacity might be hight, but dissipation is awful for it's size - you can not feed your numerous mount. Bombers, you say? Yes, they can increase firepower, but it costs a lot of OP for installing LPC and carrier hullmods. In fact, that is the main issue - minster does not have enough OP(360 compared to 370 paragon). If not their uber system, they would be useless at all. It is just a personal opinion, but this thing need a slight buff.

1) The rarity of the Pulse Industry package blueprint is the same than all others vanilla blueprints. You just do not have luck.

2) The Minster is not a battle ship. This is more a civilian ship, same if it do not have the civilian hullmod. I love this ship on the current state and i will not buff it. And some people abuse of shield hullmod because all hullmods of the ship go to these 4 shields module.

Thank for the feedback.

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