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Messages - LightningCutey

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1
General Discussion / Re: Ship's engine stalls while shield still up?
« on: April 04, 2023, 10:43:02 AM »
Could very well be Zero-Flux Speed boost as Alex has been saying, which adds +50 speed as long as you are at 0 flux, and not generating any(or just not generating any if you have Helmsmenship Elite), this causes a flare up on the engines and a noticeable increase in acceleration, as said, putting up your shields as said would cause it to stop, which would cause your movements to be more sluggish, and for you to slow down (in an apogee, this would be by about 50%), and all the other AI ships don't put up their shield unless they sense something is about to hit them, meaning you could see all the other ships go past you while you are forced to slow down.

Engines don't go out on their own, they require damage(being shot in them, or if an EMP arc hits them), or through malfunction(being at below 40% CR), no system in the game currently disables engines, apart from burn drive, plasma burn and micro burn(this one being on an un-obtainable ship), which the apogee doesn't have, and require making contact with an equal or larger ship with the system active.

2
From trying to run an old mod(specifically Ironclads), I have found that certain versions of the game, such as 0.7.2a are unable to be downloaded for windows(at least), so far I have found that these are unavailable for windows and having checked the alternate download links.
0.34a
0.35a
0.5a
0.51a
0.52a
0.6a
0.6.1a
0.6.2a
0.65a
0.65.1a
0.7a
0.7.1a
0.7.2a
0.8a
0.8.1a
0.9a
0.9.1a
0.95a

3
The brawler is an interesting ship, while it can defeat multiple different capitals in the specific scenario of a 1v1 with skills (using a brawler(LP)), it can't defeat some destroyers and cruisers for the similar reason to why it can defeat capitals, and that thing is, maneuverability and speed and being smaller thereby being able to more easily attack maneuverable or fast targets.

While hullmod expansion was interesting, it contained highly imbalanced hullmods which even have further buffs, however while the mod author while wanting balance feedback, seemed to decide that what feedback was given was somehow wrong despite continued feedback on it being imbalanced, which probably made them take it personally.

Most modders don't make ships that are just straight up stronger than vanilla.

Also 1v1s are not good ways to test things as it makes frigates and destroyers as well as missiles a lot stronger than they appear to be (though they are still pretty decent anyway).

Just wondering, do you primarily use drovers, astrals and paragons when you get them

4
Mods / Re: [0.9.1a] Safety Override for capital ships v1.0.1
« on: April 15, 2020, 07:34:50 AM »
Considering that SO is now available for Civilian-Grade Hull ships that have Militerised subsystems can you add roughly these lines into the hullmod at line 103 and line 94 respectively

if (ship.getVariant().hasHullMod(HullMods.CIVGRADE) && !ship.getVariant().hasHullMod(HullMods.MILITARIZED_SUBSYSTEMS)) return false;

if (ship.getVariant().hasHullMod(HullMods.CIVGRADE) && !ship.getVariant().hasHullMod(HullMods.MILITARIZED_SUBSYSTEMS)) {
         return "Can not be installed on civilian ships";

or just edit the newer safetyoverrides.java to allow capital ships instead

5
Modding / Re: Ideas for different shield systems
« on: March 13, 2020, 05:09:27 AM »
For organic hull, I would think it would be better to not have immunity to PD, but resistance and something like automated repair unit, though neutrino has a layer of regenerating armour to take damage on above regular armour/hull. also would be weak to HE

Enveloping shield generator has been done on looter or noir ships(the orange/yellow ones), or at least kind of as far as I remember.

A similar thing to damper shield generator has been done in the mod Knight's templar, however that shield had you take a percentage of damage as flux, and resistance to beams, also shutting off when at higher flux levels and reducing in effectiveness, though a pure damper field shield system would be interesting it'd be very weak to EMP as well as HE.

6
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: March 04, 2020, 12:51:24 PM »
just wondering, why does diktat have the conquest XIV as prioritised

7
General Discussion / Re: Lesser Used Faction Tournament
« on: December 12, 2019, 11:01:40 PM »
BRDY isn't in, however Pirates can use the pirate BRDY ships as well as weapons and LPCs when they have a BRDY ship I think

8
General Discussion / Lesser Used Faction Tournament
« on: December 11, 2019, 12:21:10 PM »
A kind of joke tournament that exists mostly to see what happens

the rules are
https://docs.google.com/document/d/1Z3SYQdNUxZm4kyjjbMBvmmGbuYRPt0efL86Q2l6FuPI/edit?usp=sharing

the submission page is
https://docs.google.com/spreadsheets/d/1P9oyNVXaBO9DLWQRFNfko32EXjk7pIahU0weKekG_vU/edit?usp=sharing

this video kind of helps in understanding what to do


unofficial starsector discord will be used

https://discord.gg/gDFxpT7

submission of fleets will done via discord

Faction choice Submissions end Sunday 15.12.2019 UTC +0

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