Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Griffinhart

Pages: [1] 2 3 ... 12
1
Modding / Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« on: June 16, 2020, 11:42:00 PM »
Would love to see this mod updated. It's one of my long-time favorites.

-- Griffinhart

2
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: December 19, 2014, 05:42:01 AM »
Aw, damn. I'm really going to miss trolling 200+ OP fleets with a pair of Aurias.

-- Griffinhart

3
Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: December 17, 2014, 04:15:41 AM »
Removed energy weapon bonus damage from high flux level
Increased damage values for non-beam energy weapons by roughly 25% to compensate

tl;dr non-beam energy weapons lost nothing and in fact probably got a buff. Cool; I never factored the flux bonus into any of my builds or tactics. (That said, I fly Ballistics primarily, so that's just my nature.)

Standardized range to 1000 for most non-PD, from Tactical Laser to HIL
Increased range for PD Laser and LR PD Laser

Hmm, IIRC there's a crossover point where, if you have enough mounts for them, a bunch of Tactical Lasers + PD AI > an equivalent number of PD/LR PD Lasers with no PD AI. I don't think any of the vanilla ships run into this, but some mod ships do - although there's no real sense in balancing the game to mods, so I guess this point is rather moot.

Though,having a standard range, in my head, is good - it means quicker theoretical builds on my part, since I don't have to futz around with considering distances vs. whatever advantage a given weapon has over another.

Tactical Laser, Graviton Beam, and Phase Beam are no longer interrupted by missiles

Meaning these beams will damage missiles and continue past, or just ignore missiles entirely and not be useful for PD?

Salamander: both versions have unlimited ammo and require 20 seconds to reload
Hurricane MIRV: regenerates 1 ammo every 20 seconds
Pilum LRM: regenerates 1 ammo every 10 seconds

You mean missiles will actually be threatening now, instead of something that can be more-or-less safely ignored at mid-scale and larger fights? \o/

Now have unlimited ammo, except for Bomb Bay

As a player who flies primarily Ballistic:

Good. Ammo was always a non-issue for my builds (I prefer high-speed, high-alpha setups, meaning I don't do long-endurance fights) - I'd just stick Expanded Mags on all my ships by default. As for fighting against Ballistic-primary ships, this is also good; it means no more bunkering/kiting against Pirates and the Hegemony until they run out of bullets and become easy meat.

That said, you may still want to consider having a magazine for Ballistic weapons - that is, they still have unlimited ammo, but after firing x number of bullets, there's a forced cooldown period where the gun is unable to fire. (Of course, this may also mean implementing some kind of reload functionality - or else players will just mag-dump before their next in-battle engagement.)

Destroyers and cruisers now have a peak effectiveness timer like frigates

Ooh, me like. Means mid-game will be more difficult, and capships will be all the more sweeter for not having an effectiveness timer.

-- Griffinhart

4
Nothing said "roflstomp" like an unsung with 6 Hadron Colliders.

Mh. It's a solid strike setup but it lacks staying power and sustained damage output, due to low ammo count and the charge time. Meanwhile, if you mount six Cains in a single group and set the group to auto, you don't have to worry about charge times or aiming, and you have significantly more ammo to play with.

ETA: Oh, and you can decimate carrier fleets with PD ships. Mount Thunderchiefs.

(My favorite anti-carrier fleet setup is a Titan with Cains in the large, Thunderchiefs in the mids, and Railguns in the smalls. It's arguably a better brawler than the Unsung - you lose three Cains' worth of alpha, but you have much better PD, significantly better shield coverage, and an unholy amount of mobility thanks to the Hadron Transporter ship ability.)

-- Griffinhart

5
Things have changed a bit. Go to whichever system it says your faction started in, and you'll already have a base set up. Buy the mining drones asap and start mining by hovering over asteroids.

Haha, unless you use the Neutrino Corp and start with the drone with 2 medium DarkMatter Emitter weapon things. I killed a fleet of 20 mayorate frigates with 1 of those drones, and an EMP drone.

._.

Interstellar Federation x Neutrino Corp O(T)P. Nothing quite like an Unsung streaking into the middle of a fight and bringing six Cains to bear.

-- Griffinhart

6
Mods / Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
« on: July 17, 2014, 03:02:55 PM »
Just had a crash in Exerelin, think it's due to this mod. Using the Mayorate_v0.7_no_music archive, got the following crash error during play:

Fatal: Ship hull variant [ilk_esfahan_assault] not found!

Checking the archive, there is no ilk_esfahan_assault.variant file in data/variants, nor is there a corresponding hull in data/hulls.

ETA: Just saw the 0.7 changelog. Seems like you forgot the remove a reference to esfahan somewhere?

ETA2: Nevermind. Offending lines are in an Exerelin file.

ETA3: There are still references to ilk_reaver_wing in Mayorate_v0.7_no_music/data/missions/hegemony_sdf/MissionDefinition.java on lines 52 and 53. Not sure if this will cause a crash; I caught these references while grepping my mod directory because Exerelin has a reference to ilk_reaver_wing that caused a crash.

-- Griffinhart

7
Grmph. No esfahan hull or variant in the Mayorate_v0.7_no_music archive.

ETA: Looks like Mayorate 0.7 removed the esfahan hull and all variants. Exerelin needs to remove its own references to that hull. Offending lines are in data/config/exerelinFactionConfig/mayorate.json, lines 51 and 59.

(There may be more; all I did was grep my entire mod directory for references to "esfahan".)

ETA2: data/config/exerelinFactionConfig/mayorate.json line 53 needs its reference to ilk_reaver_wing removed, as Mayorate 0.7 has removed that fighter.

ETA3: data/config/exerelinFactionConfig/valkyrian.json line 55 needs its reference to valk_ancord_hcorv_wing removed. (Or maybe changed to valk_ancord_H-bomber_wing? Not sure, I don't fly Valkyrian.)

ETA4: "Fatal: Fleet id [exerelinEliteFleet] not found for faction [neutrinocorp]" when I tried to level up Fleet Deployment to 10.

-- Griffinhart

8
Muckin' around in space when I got a crash.

Fatal: Ship hull variant [ilk_esfahan_assault] not found!

Anyone know which faction that is? I don't recognize it.

-- Griffinhart

9
Mods / Re: [0.6.2a] EVE Mod
« on: July 06, 2014, 08:59:20 AM »
Blade Skydancer, thanks for such detailed suggestions, I was already thinking about some rebalancing, especially about beams. I think I will nerf all weapons except ACs, so that they become more equal. During several campaign plays I also found that lasers and rails are much superior to other weapons.

Keep in mind that, in Starsector, range is king, swiftly (heh) followed by speed. If you've got long range and high speed, you can kill everything and can't be killed by anything. All other numbers are irrelevant (as long as you can deal enough damage to surmount your target's flux-dissipation, but that's a fairly low bar).

-- Griffinhart

10
Mods / Re: [0.6.2a] EVE Mod
« on: May 28, 2014, 03:56:12 AM »
I would like this mod so much more if the ship sprites were properly scaled. It's weird seeing the Hurricane be almost as long as the Machariel.

-- Griffinhart

11
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
« on: December 30, 2013, 05:54:53 PM »
I've started 4 different games with Exerelin, and all my save games eventually get corrupted.... Makes me so sad too... This mod is so boss! Any tips?
plenty :) but try read "Mod Requirements" at the front page :)

*rolls eyes*
Problem is, when I change the file to the higher memory numbers, Starsector won't even start up. Anyone have anything witty to say like this fella ^, or maybe something helpful? I'm using windows 8.

Sounds like you're not using 64-bit Java, then.

-- Griffinhart

12
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
« on: December 18, 2013, 03:13:39 AM »
Hurr, I'm an idiot. I forgot to update Starsector to 0.6.1a.

-- Griffinhart

13
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
« on: December 17, 2013, 11:33:52 PM »
I'm getting the same error as Vlitzen on a fresh install of Exerelin (in fact, my first time ever on this machine).

Excerpt from the error log:
Spoiler
Code
java.lang.RuntimeException: Error compiling [data.scripts.ExerelinModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/exerelin/ExerelinUtils.java"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/exerelin/ExerelinUtils.java, Line 678, Column 29: A method named "isMothballed" is not declared in any enclosing class nor any supertype, nor through a static import
[close]

Looks like some kind of badness regarding "isMothballed".

Also, question regarding using Exerelin: do I activate all of the faction mods I wish to use with it as well? E.g. let's say I want to use Neutrino Corp. I download the mod and extract it as appropriate; do I also activate it from the launcher, along with Exerelin and LazyLib, or do I just activate Exerelin and LazyLib?

-- Griffinhart

14
Mods / Re: [0.54.1a] Interstellar Federation v1.25
« on: October 15, 2013, 07:14:23 PM »
IFed ships are amazing if you play like I do. (High-speed, high-damage alpha strike ships with clouds of fighters for support.)

-- Griffinhart

15
Mods / Re: [0.54.1a] Interstellar Federation v1.25
« on: October 03, 2013, 05:58:23 PM »
Quote from: keptin ,September 14, 2013, 01:37:45 AM
It's go time  8)
Source

:O

Can't wait.

-- Griffinhart

Pages: [1] 2 3 ... 12