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Topics - Farlarzia

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Suggestions / Some issues with stations
« on: September 28, 2019, 04:39:37 PM »
Hiya - I've found some issues, particularly with high tech stations, that I couldn't find anyone else documenting.

Generic station issues
Something I've noticed in relation to all stations, is that the AI struggles to retreat and vent properly in the presence of a hostile station - I often see ships back off, thinking they're safe, despite the fact they're still being shot at, and vent in place, which can be lethal, especially as they'll do this multiple times in a row when trying to attack.

The AI also has a hard time knowing which parts of a station to attack. Extremely often I'll see the AI decide it's more important to take down the struts on a midline station, instead of the weaponized modules which are currently attacking them, much to their detriment. This also happens often with high tech stations, though with low tech stations this issue is much less prevalent.

I'm sure this one has been mentioned before, but I'll include it anyway - Ships set to escort a station will just sit idly by as the station is assaulted by large enemy forces on the other side, making no efforts whatsoever to assist it in this regard.

The AI autofit for stations seems to heavily favour the default variant, high tech stations refuse to use anything other than ion beams in the medium slots, despite the fact that both phase lances and pulse lasers were prioritised over them during construction - similarly this also happened for several other weapons around the station.
A suggestion for this would be to add stations under their own heading in the doctrine section, as people often want a different set of weapons and/or fighters on their stations to be prioritised compared to ships, as well as this section listening more to the player's prioritisation.

High Tech Station Issues
The first issue I noticed is that one of the Broadside modules small weapon mounts is incorrectly a missile slot, instead of an energy slot (the default loadout tries to put a PD laser in the slot, as well as it's mirror slot being energy). This also seems to cause some issues with the AI autofitting this slot, as I wasn't able to get stations to equip anything but Salamanders in said slot.

Secondly, on the same Broadside modules, both missile slots are left empty on the default variant. This follows through into the actual game, where stations will refuse to put anything on those slots, leaving them empty.

Thirdly, the Star Fortress fighter module of the high tech station seems extremely averted to use its ship system.  I've never seen it be used in combat, even under the most idealistic of circumstances, where it's ship counterpart, the Astral, would be. (i.e. all its bomber wings have used their payload, and are returning to the station and no direct threat to the module is happening.).

Fourth, compared to the other two stations fighter modules, the High Tech fighter module is missing the Fighter Chassis Storage Hullmod, which may be intentional as it gains a ship system over them, but worth mentioning anyway in case it's not.

Midtech Station Issues
The station rotates too fast for it to be able to properly get many of it weapons on target, leading to the station being massively less effective. Adding advanced turret gyros as a built in Hullmod helped tremendously in this regard.

While not an issue, I was curious for the inclusion of heavy ballistics integration as a built in hullmod, as it seems to serve no purpose.

Edit: Fixed it saying Atlas instead of Astral.

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Modding / Ship Capture in Ironclads help
« on: October 23, 2013, 03:51:10 PM »
I would very much like some help editing ironclads, to allow myself, and others if they want, to be able to capture AI, and Alien, and rockfly ships, and have been having trouble finding what I need to  do so myself. Any Help with this would be greatly appreciated

So far I have found the rough whereabouts of where this information would be held, but dont know im going from there
Ill post the File I believe its somewhere to be found in below.

https://www.dropbox.com/s/7ivxsvtbogmgl1d/IroncladsDialogs.jar

If you want to help, Ill be happy to assist you with anything you need to the best of my ability

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