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Messages - TheSpruceMoose

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Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.7 - 02/17/22
« on: March 08, 2022, 08:06:57 AM »
Having played against JYD now in a large multi-faction playthrough, I'd say they're one of the more powerful factions in the game right now. Almost everything is overtuned slightly, with the main culprits being the speed of their carrier ships and the power of their drones. If you only had some of their elements, like their heavily armored cruiser and destroyer tanks, and the drones, or their fast large carriers and and drones, they'd be balanced.

But all the elements together add up to a fast force whose capital ships can kite destroyers and light cruisers, with armor-heavy mid-range ships that can soak up and stop a capital ship assault, coupled with drones that deal more damage than most fighter and bomber LPCs. The fact that the Flea can fire two waves of torpedoes, along with its rocket barrage, is very powerful. I get that the idea was that the lack of modularity was supposed to be a weakness, since you can't change out the built-in drones, but since most of these drones are flat out better than their equivalents, and a JYD fleet has every role covered, there's no real vulnerability to exploit.

About the only fleet that can deal with them is a point-defense heavy tank force moving in formation, or a phase fleet that can get to the vulnerable rear points of the big carriers. On their own, JYD ships aren't that great, because they rely on synergy with the rest of the JYD armada, and that gives the impression that they're not a powerful faction. But with a full carrier fleet using their tankers as support, they punch far above their weight class.

Just something to keep in mind. If you cut down the Commanding and the Fluffy's speed by about 10 and 5 units, respectively, and took the Flea down to a single torpedo, that would go a long way to making the faction balanced. Honestly the main element that makes them so powerful is their speed; increasing hp and armor and decreasing speed across the board would make them pretty manageable.

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That worked! Thank you, I really appreciate it. Have a Happy New Year!

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Hey, did a bit of looking but I couldn't find a comparable problem to this. I've updated Starsector to the latest version, and keep getting a MagicCampaign error. I thought it was MagicLib, but I've updated it to the latest version and it's still happening. Here's the log where the error occurs:

Quote
2128033 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: V:\Starsector\starsector-core\..\mods\Nexerelin]
2128643 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.util.MagicCampaign.createCaptain(ZLjava/lang/String;Ljava/lang/String;Ljava/lang/String;Lcom/fs/starfarer/api/characters/FullName$Gender;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/Integer;Ljava/util/Map;)Lcom/fs/starfarer/api/characters/PersonAPI;
java.lang.NoSuchMethodError: data.scripts.util.MagicCampaign.createCaptain(ZLjava/lang/String;Ljava/lang/String;Ljava/lang/String;Lcom/fs/starfarer/api/characters/FullName$Gender;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/Integer;Ljava/util/Map;)Lcom/fs/starfarer/api/characters/PersonAPI;
   at data.scripts.world.systems.SKR_plagueA.generate(SKR_plagueA.java:197)
   at data.scripts.world.SKR_plagueGen.generate(SKR_plagueGen.java:28)
   at data.scripts.SKR_modPlugin.onNewGame(SKR_modPlugin.java:93)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Thanks for any help you can provide! I saw Dassault Mikoyan was updated for the new version and thought damn, I need to start a new run.

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Mods / Re: [0.9.1a] The Xhan Empire, version 1.6 war(minipatch)!
« on: April 27, 2020, 09:52:43 PM »
Fatal: Ship hull spec [zahkhan_Wing] not found.
This happens when I invade and take The Cluster.

Just tested vanilla and with nexerelin, glib, lazylib, and magiclib. Couldn't reproduce the crash. I recommend re-downloading the mod, If the error continues please post error log. It may be a mod compatibility issue I am unaware of.

Just got this error as well trying to take the main base of a randomly generated system Xhantech HQ. It's probably due to another mod. I'm running quite a few. Don't know how to find the error log, or I'd post mine. It happens when loading the loot for the "picking through the spoils" option.

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Mods / Re: [0.9.1a] ApproLight v0.8.2-RC1 (2020-3-22)
« on: April 25, 2020, 10:52:46 AM »
Hey Originem, just wanted to say thank you for all the hard work you've done with this mod. It's very impressive. The ships, abilities and weapons show your attention to detail, and as others have said, sometimes it's nice to have OP anime-style ships in your game. I've been playing a random Nexerelin playthrough, and my flagship is an N-H Phoenix that I snagged during a bounty mission. Love sliding forward through a pall of ghostly fog, blasting away at enemies. Hope you're well!

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Mods / Re: [0.9.1a RC 8] Metelson industries: 7.0.2 03/25/2020 RC1
« on: March 30, 2020, 11:58:08 PM »
Hey Azmond, just want to say I used to play Metelson back in the day (few years ago, before I took a hiatus from Starsector), and always enjoyed it. Glad you've updated it! Thanks man!  8)

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Mods / Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
« on: September 24, 2017, 01:16:33 AM »
As a new convert to Star Sector, thank you, MShadowy, for an awesome mod. It's one of my definite favs, along with Dassault-Mikoyan. Faction plays very differently, has unique feeling ships and weapons, and is fairly balanced compared to vanilla factions.

Can we get a big round of applause for the Mimir? I just stuff it with vents and a flux dissipator, drop in a tachyon lance and two Uhlan siege lasers, and an integrated targeting unit and go shieldless while my flux blows up to maximum. It's fun trying to manage the insane flux buildup, but you can destroy enemies at range, find a break to vent, then either Nidhoggr lance some fool, overloading him for your fleet, or lock drive forward to catch a frigate or destroyer unawares. I think it's one of my favorite capital ships to fly.

Narwhal Torpedo Launchers are also pretty damn nice. Not quite the knockout punch of a Reaper, but versatile for taking out both small ships and putting the hurt on larger ones.

In my current playthrough I'm Dassault-Mikoyan allied with Shadowyards. I play the Mimir against heavy capital fleets, then switch to Kormoran or Snow Goose for chasing. The Mimir's actually pretty good at catching runners though.

8
General Discussion / Re: .8.1 Favorite Ships
« on: September 11, 2017, 11:42:37 PM »
I've just started playing the game (one classic playthrough, one with Blackrock Drive Yards, Nexerelin, and Dassault-Mikoyan [Love those three mods so much]), and I can tell ya, I've been having a blast! Kudos to Alex for making a fun, engaging, and well designed space simulator. I never knew I was needing this in my life so much ;).

As far as piloted ships go, on my first playthrough I went Hammerhead and Eagle for my first combat ships. The Hammerhead is a solid design, a good all-rounder with enough firepower to threaten larger vessels. It served me well until I managed to surround an Eagle with my fleet by accident and snag one. *That* is a joy ride. Fast, with sustained firepower, able to redeploy quickly to reinforce weak areas in the line, and enough missiles to deliver the coup-de-grace. I didn't even know about the maneuverability jets at the time, and it took me until my next ship... my baby in iron, to find out how to use those.

That ship, was the Conquest. First capital ship I owned, and at first I thought it was a poor man's Onslaught. But I actually enjoy it a lot. I'm not a veteran by any means yet (still have to save-scum from time to time, though I tried to minimize that on my second playthrough), but I think the Conquest is a very solid vessel. I tended to skirt around enemy lines delivering broadsides, and zooming in on maneuverability jets (which I'd figured out how to use by now) to deliver a one-two punch of Hammer Barrage and a Reaper to enemy cap ships that had been made vulnerable by my fleet. The Conquest is relatively fast, and can reposition itself to anywhere in the line as necessary. As I got to know the ship better, I ended up putting Reapers on the broadside launchers. If you time it right with the jets, you can make a hard port or starboard turn and land a torpedo right behind an enemy's forward facing shields. BLAMO! That, and flanking the opposing ship line to take out stragglers and force a route, was my favorite part about piloting the Conquest.

I actually tried piloting the Onslaught in my classic play, but I preferred the Conquest at the time since I couldn't get the hang of piloting it. In my modded playthrough, I snagged one early on, and decided to give it a try. It ain't bad. It ain't bad at all. Mjolnir, Mark IX and a Hesperus, with two Harpoon MRM Pods, an Annihilator Pod, and a Reaper Launcher, and now it's my main jouster. I run down destroyers and frigates that are foolish, or unlucky, enough to get separated from the pack, and zoom in to deliver the killing blow to capital ships that my fleet softens up. I have a Paragon, which I haven't piloted myself (I'm roleplaying this, where the mad Dr. J revels in crashing his Onslaught into enemy wessels to make them go BOOM), and I have to say it's probably better than my flagship. We make a good team though, along with my Astral. Staying together, basically we form a porcupine that no enemy ship can approach safely, and I can usually charge forward just enough to pressure an enemy into overload, whereupon all those beams from the Paragon lights them up like a Christmas tree.

I know we're talking about piloted ships here, but I just need to give a shoutout to the Dassault-Mikoyan Kormoran as a fleet ship. That thing, with a capable captain piloting it, is fantastic. I use it as part of an elastic defense strategy where it acts as the fulcrum of the fleet line. It can rapidly reposition to either get out of danger, or move forward to help clench a kill. It has respectable defense, especially when coupled with its speed, and it has good long-ranged or medium-ranged firepower with its large energy slots. It's not godly on its own, but I have had so much success putting it in a chain with my Onslaught, Paragon and Astral. It's goddamn magic. Plus, I love the way the Dassault-Mikoyan vessels look.

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