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Messages - Farlarzia

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1
Hiya,

When using the market query, I noticed it ommits remnant, or other autonomous ships, or factions such as blade breakers.

I understand that this is because these things can't actually be found on any market, but allowing them within the query tool would still be very useful imo, so you can quickly peruse all the ships to see what would fit your criteria best.

If allowing to see such content could be implemented somehow, it would be neat :)

2
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: October 31, 2022, 09:35:02 AM »
Hi Lazy.

A suggestion:
Could the add officer command support adding arbitrary officer levels, or up to 7?

Currently it just gives you an officer up to your normal max officer level, which makes it difficult to test stuff with above cap pod officers.

And thanks for the mod.
Couldn't tell you how many likely thousands of times I've plugged in commands to go through through testing stuff (and then fix random nonsense that can sometimes happen in actual playthroughs) .


3
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: May 02, 2022, 04:36:56 PM »
Hi Alex,

Lots to look foward too for the next updates, but like many others, I am confused about the new Lions Guard skin variants (excluding the Exectutor which has more major changes), so I'll leave my thoughts on this.

Firstly, they look fantastic. Lions Guard ships have existed in the modiverse as their own thing for a while ago, and while those skins were good, these are phenominal.

However, its when looking at what they add to the game that I become confused.


As written in the blog post, they come with built in Solar shielding, but then have the full OP cost of this removed from their OP pool - I don't understand this at all. This would make them strictly worse than the default midline variants, as they're just instantly less flexible.
Compound that with the problem that these ships are much more difficult to source than the default versions, and come with a built in D-mod, that would cost more credits to remove, and you've got a ship that is completely pointless to ever choose.
And this doesn't even consider that as you've currently written, there seems to be no way to aquire the blueprints for them, full stop.
You've mentioned its likely these ships won't have built in Solar shieldiing upon release anyhow, and get their OP restored, but again, why? At that point you've undone some of the "uniquifiying the factions" its intended to do, and just made it completely stock with extra steps, rarity, and cost.

These factors combined just make these ships completely obsolete, which feels like a massive missed opportunity. Hegemony gets XIV upgrades, LP gets free SO (after you remove the D-mod at least, which is actually worthwhile doing), LG gets... nothing.

If they're going to be rarer, give them some form of  up/sidegrade at least - my first thought was exactly how the modiverse versions executed it - solar shielding being truly free, with no OP cost reduction.
This would give the player an actual reason to covet these ships, justify hunting for them, and the cost of restoring them, or use them at all.
I really do not think this would make them broken in the slightest - they still end up being inferior to the XIV versions!! Which, with the bonus OP, and counting in the OP value it also gives in vents and capacity, covers the cost of solar shielding. And then they also get the armour bonus, which is worth another 5OP for a destroyer (If you compare the amount of armour given by heavy armour for OP cost that is), for a minor speed and maneuvability downside.
My other suggestion would be a mix of what you've currently got - the D-mod and Solar shielding, rolled into one, similarly to how XIV handles it.
Combine into 1 hullmod, with the downsides, but also the free upside - just make solar shielding incompatible with it.

Campaign wise, you seem very keen on keeping these ships unreasonably rare for how useful they are.
To again compare them to the XIV ships, which as far as I'm aware lore wise should be even rarer, as they're irreplacible artefacts, the technology and techniques used to create them lost, these seem like they'll be on par, if not more annoying, to locate, and you'll never be able to make your own (not that you'd want to with their current implementation)
However, you have made gameplay concessions for their (XIV ships) case, making them suprisingly easy to aquire.
You can straight up buy from the markets, raid them for the blueprints, or the historian can just generate a blueprint for you to go find. And these are the supposedly rarer ships! And gameplay wise more powerful to boot!

Anyhow, look forward to the update regardless.

4
Hello - I was just wondering if this mod will correctly work for high level officers above the usual level cap - I.E I find one of those fancy level 7 officers, they have terrible skills. If I drop their level, can I bring them back to 7?

5
Mods / Re: [0.95a] AdvancedGunneryControl 0.9.3
« on: July 11, 2021, 01:37:10 PM »
Quote
Edit: Another suggestion would be an option to  force AI ships to select an empty weapon group, if possible - this is a niche scenario, but a scenario I have come across nonetheless, where if a ship has only PD weaponry, the AI by default is assigned to group 1, which in this case would always be a PD group - however AI in manual control of a PD weapon group, cannot actually use it as PD!
However, selecting an empty weapon group for that ship instead, allows all the groups to function as intended.

The force-autofire ship mode actually does exactly this. In addition, it sets all weapon groups to auto-fire (i.e. they are forced to obey the fire mode).
I think that might already be a good solution for this problem?

Hmm - I was doing some more testing last night regarding this, and it looks like its just a quirk of player piloted ships being on autopilot for those niche situations, and regular AI controlled ships don't suffer from the "can't use selected group as PD option", even in vanilla. So while this could potentially still be an extremely niche problem that occurs, practically it should never matter

6
Mods / Re: [0.95a] AdvancedGunneryControl 0.9.3
« on: July 10, 2021, 12:58:41 PM »
Hello again!

I've really been enjoying a lot of the new options you've been adding, but I've found the <90% ammo one sometimes a bit frustrating - for weapons that reload an individual shot at a time this works well, but for weapons that have large magazines, where a reload can be half the total capacity, it really doesn't work so well.

For example, the Victorys has a pair of built in guns. 90% ammo pool on this means it'll only fire 3 shots out of the 15 given per reload, until the opporuntist AI kicks in and it fires everything.
So for weapons like this, having another weapon AI option that can read a weapons reload size, and fire an entire reloads worth of ammunition before conserving would be ideal.

Expanding on the opportunist AI - I think the additional constraints for when the AI decides to fire (enemy movement speed compared to projectile speed, likely to be in range after travelling etc), can make the AI too hesitant to fire.
Projectile weapons already have a fadeout distance past max range, which means even if the enemy moves out of range, the projectile still has a grace period where it will connect for reduced damage.
I'd often just want the weapon to fire at the target, at the off chance it'll connect and deal a chunk of damage, than not firing at all because it thinks its not likely enough, and dealing no damage at all - especially considering the limitations the opportunist mode already places upon when it will fire (high flux etc), means the windows for when the weapons will consider firing at all are already small.

Ideally I'd like there to be two seperate conserve AI types.
The first being the current, overly cautious opporunist AI kicks in past the ammo threshold
And a second, where the opportunist AI only checks the ships flux level, without the other firing constrictions past the ammo threshold.

Edit: Another suggestion would be an option to  force AI ships to select an empty weapon group, if possible - this is a niche scenario, but a scenario I have come across nonetheless, where if a ship has only PD weaponry, the AI by default is assigned to group 1, which in this case would always be a PD group - however AI in manual control of a PD weapon group, cannot actually use it as PD!
However, selecting an empty weapon group for that ship instead, allows all the groups to function as intended.

7
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 28, 2021, 06:51:08 PM »
High tech has some of the best long range weapons. 1 small, 1 medium, 2 large energy weapons with 1000 range. So high tech gets to control the range against low tech ships and does not need to close to do damage. It just takes some time to burn through the armor.

Beams definitely aren't the best long range weapons.

They're really quite awful unless you mass an extreme amount of them, their only redeeming quality *is* their range.

While ballistic weapons are very good at what they do, and happen to have range on top of that.

8
Mods / Re: [0.95a] AdvancedGunneryControl 0.8.5
« on: May 18, 2021, 08:59:06 PM »
@ Farlarzia, Lprsti99, writeru, Hellya, Rararara:
This update should include all features requested by you guys (except for the fighter regroup stuff). I'd much appreciate it if you could try the pre-release version and report back whether your requested feature works as intended.

Here are the solutions:
  • To make the AI strictly adhere to firing modes, set the ship mode to ForceAutofire in the GUI
  • To use a weapon as PD when it's below max Ammo, set the fire mode to default with the PD(Ammo<90%) suffix. Same for flux threshold
  • To fire remaining missiles before dying, set the weapon group mode to Opportunist and suffix to PanicFire (enable ForceAutofire ship mode for best results)
  • To make all fighter weapons switch back to default mode, go to the GUI for the ship, switch to loadout 2, copy the last loadout and change fighter mode to default. Repeat for all ships. In combat, press the "+"-Key to cycle loadouts for all ships. Alternatively, if you don't mind putting everything to default, simply leave loadout 2 or 3 blank for all ships and use it as a "default everything" loadout.

Wow, I really wasn't sure if my request was even feasible, and yet you've delivered completely on it already.
I did some testing with the new PD settings, and they're working great as far as I can tell.
Honestly incredible work  ;D ;D ;D

As a side note, if you're on discord I'd suggest dropping by the unofficial starsector discord (https://discord.gg/Sp28tYfQ) - They'll be able to give you the modder role, and you'll be able announce updates in the mod updates channel - a lot of people haven't heard of this mod yet that I'm sure would be interested.

9
Mods / Re: [0.95a] AdvancedGunneryControl 0.8.4
« on: May 13, 2021, 09:03:31 PM »
This might be asking for a little to much customization, but it would great to be able to set a weapon for freefire use below a flux threshold, and then switch to its specified weapon role after.
For example, I  have a continuous fire PD weapon that uses a lot of flux, that I wouldn't mind being used for additional DPS while the ship is at low flux, but as the ships flux rises I'd only want it to be used for PD

Another thing I'd love to see is for magazine based PD weapons to have an option to fire at enemy ships like normal, but only the top shot of their magazine if they're already full on ammo, allowing them to keep an ammo reserve for missiles, but also contribute in the battle as well.

10
Mods / Re: [0.95a] AdvancedGunneryControl 0.8.3
« on: May 11, 2021, 03:26:03 PM »
Hiya.

First off this mod is a godsend, I've been wishing for a way to make burst PD actually PD only for years. Must have from now on :D


Secondly, a request:
Would it be possible to add another toggle to make carriers keep their fighters on regroup, and not issue engage commands?

Keeping fighters on regroup instead of engage can be very powerful on battlecarriers, as the bombers on frontline carriers are often in range to be able to immediately fire their payload from the regroup position and then rearm immediately, outputting a constant stream of missiles from safety.

Also very useful for escort fighters that you explictitly want to protect only the host ship, but have a roam range. I've often seen the AI putting the escorts onto other friendly ships that don't need the escort, while the host ship itself badly needs them - even if it does recall them, its often too late.


Edit: The custom firemodes are saved correctly between combats, and from the campaign layer.
However, the custom AI is not actually applied in combat until you change a weapon groups firing mode in combat. Doing so will then make the custom AI apply to each group correctly.

Double Edit: Did a bit more testing - this only seems to be the case when ships are already spawned in battle without having to go through the deployment menu - I.E your ship(s) already being deployed when starting a simulation, or in disgengage scenarios where your entire fleet is instantly deployed without prompt.

11
Um, what? You can use that mechanic to get up to 3 build in bonus S-mods, that don't count against the normal limit using the current system. Its very powerful!

12
Hello!

Since story points now exist and largly replace the active functionality of the Academy, I'd like to suggest that the Academy have an additional feature - being able to level up a Officer to one above to players current officer level limit (i.e, 5 > 6, and with the skill 6 > 7). I currently dislike the pure RNG on firstly finding a level 6/7 (especially 7), and then relying on RNG again for that officer actually being at all useful skillwise.

And a teaspoon of bug report to help the request go down:

Spoiler
On planets with a Ancient Laboritory, the Industrial Supply Store incorrectly lists it as being a Hull Forge.
[close]


13
I'll also check the jammers

I'd just like to clarify that the jammer ship system works fine, reducing range (and I presume turn speed though I didn't actually bother to check that), but that the "If the ships system has range: +50%" part doesn't apply to it, due to the way the ship system is implemented.

It might be a bit OP, but you would have to sacrifice an officer on an otherwise uncombat oriented ship, so maybe not that OP?

14
Hello!

I've been enjoying the new updates to the mod, it'd actually been years since I last played with it, and the improvements and additions across the board are fantastic - seeing the custom station for the first time was truly a sight to behold

However, I noticed a few things pertaining to some of the ship systems though, which I'm not sure are intended

Firstly, fighter control relays description seems misleading; as best I can tell, it only affects fighters from the hosts ship, and this boost to its fighters actually has infinite range.

Secondly, the targeting jammers systems range, is not affected by systems expertise (this probably affects other ship systems as well).

Third, that the Minos' ship system seems to do absolutely nothing regarding ECM, as best I could tell.

Fourth and finally, that the Lock Drive on the Mimr has a tendancy to be used suicidally (at least with aggressive AI), ramming point blank into enemy capitals, which normally cripples or outright destroys the Mimr itself, and sends the enemy capital away at several hundred SU/s


Some unrelated notes:

I thought it was strange that the nidhoggr lance didn't have missile passthrough considering its slow ROF and huge damage.

The Wavepulse repeater on the Redwings Vardr currently has no weapon description.

15
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 07, 2021, 10:37:26 AM »
I'd have to agree about being able to respec, or even partially respec lvl 7 officers, or maybe even found officers in general - it really sucks to find one of the rare level 7 officers, just to have them with a set of skills that makes them worse than a level 5 or 6 officer you could make yourself. Even if it was something expensive like having to spend a story point per skill reallocation, I'd still take it.

Talking about officer RNG, I've been thinking about other points of RNG in the game in general recently. The items and story point uses you've added in this update (like changing officer agressiveness, more officer skill choices, the new items meaning previously undesireable systems can become a lot more viable, adding stable points, missions giving locations for blueprints, etc etc), have been a great step towards this - but despite this, there are still instances of pure RNG that really suck for the player.

The biggest offenders of this in my eyes, are still parts of the colony system that you still can't do anything about - for example, you can heat planets up now, but have no way to cool overly hot planets (Though there is that item that interacts with hot planets, and from it description, certainly sounds like it'd cool a planet while its installed). And hoping that the good system you find, also had one of the domain era system structures, especially the comms relay (Stability is pretty managable these days, but it still feels bad to know you could have had something better but RNG screwed you over. Maybe there could be story missions like the red planet in the future to address this, or some other way to aquire them, even if the it was a 1 time thing.

Someone else has already addressed this before too, but the limited colony boosting 'relics' you can find on the map can also overlap, which can sometimes almost half the chance of a useful system being in the diminished total area they cover.

I understand that the randomness of some of this stuff is to sometimes have the player go 'wow, this system is amazing!' when they're exploring, but when you find something *almost* incredible, and then you realise its missing something you want, and choose somewhere else because of something thats completely out of your control, it doesn't feel great..

For example, in my playthough I found an amazing system with a cryosleeper, and then realised it wasn't in a tap radius (both my taps overlapped a bit, and I settled to inhabiting a sub par system in comparision, because growth doesn't matter past a certain point, but the industry bonus effect is always useful), so that wow moment just turned to resigned disappointment.

Anyway thats just my 2 cents on exploration, colonys, and their RNG currently - I'd be interested to hear what other people think about it in this update.

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