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

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Messages - ErrantSingularity

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General Discussion / Can't seem to track down a mod
« on: December 13, 2023, 01:13:02 AM »
Hello! Not sure if this is the right place to ask, but I seem to have misplaced a mod I always used for the longest time. I recently had to replace my PC, as my old one completely kicked the bucket. This also included regetting Starsector and all her mods. I've tracked down everything I used to use, but can't find my main ship mod... I can't remember the name, but it added two factions: A somewhat sterile white more blocky set of ships, with quite a few of their ships having built-in missile systems. I'm pretty sure they even had some ships with a unique modifier that blocked experimental sub systems and the like, as they had a modifier that was their shipyards quality overriding that. It also added it's own redacted, black and dark red/green AI that patrolled around academies and naval offices and when killed gave a unique resource that really was just for selling at the time. IIRC the ships had pilots but were mostly automated, so they weren't capturable. The redacted used a lot of plasma.

I've gone through the mod section all the way til its creation, and simply can't find it. I may just be blind, or may honestly be remembering it wrong..

2
Mods / Re: [0.9.1a] Supply Forging 1.3
« on: September 15, 2020, 07:28:12 PM »
Basically any ship has the capacity to work a Nanoforge, in lore it's how carriers work. Even the smallest drone carrier has a nanoforge running to remake ships, instead of a conventional hangar it's more of a production platform. A logistic ship or anything bigger than probably a Falcon definitely has some room to pop out supplies.

3
Mods / Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
« on: September 15, 2020, 07:25:41 PM »
Just started using these this morning, man this is a great mod! The battlecarrier especially is so great, it's leagues ahead of the Legion. Just need to get my paws on that beautiful big one...

4
Why would it be redundant? It basically adds parts to the game that should already be there.

5
This is great, I especially like the design of the ships. Although I have encountered some problems trying to take up striking roles in combat, Due to a large majority of all the ships' weapons being towards the back.

The shape of the ships is more suitable for broadside attacks so that all weapons on either side can hit the target, in full frontal attacks since weapons are distributed along the entire length of most ships you are forced to move further in for the weapons to get into range.
The fact that the ships are way bigger than they should only contributes to this problem, as the rear weapons are 300 pixels behind the forward ones...
Thanks for the heads up, this is something I'll take into consideration when making the new ships!


I'd say the missile cruiser is the best for striking ships as fast as you can, but generally you'll be the one piloting if you don't want it sitting there not firing half the battle.

Why is it sitting there? Did you give it a passive Officer? Does its behaviour change if you give it an aggressive officer?


i am join
Thank you for your work, just want to say it.

Thank you! :D

I generally aim for steady officers on cruisers, and most times even steady officers seem to hang back a bit if they have large missile payloads. Happens on my gryphons too, they kind of sit in waiting until shields are down or overloaded then they charge at them guns blazing.

6
Suggestions / Re: Make repair/restock at base take time
« on: January 22, 2019, 05:41:10 PM »
If some dudes with welding torches can my fleet to full on the fly, an entire drydock of professionals with equipment can do it in probably an hour or two.

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I'd say the missile cruiser is the best for striking ships as fast as you can, but generally you'll be the one piloting if you don't want it sitting there not firing half the battle.

8
Been playing with this all day, really enjoying the capital ships a lot, especially the Torture. Been having a hard time killing things with the FDS weapons though, most of the autoblasters aren't able to take out a capital shield without lots of missiles used up in the process. Guessing I could include a few longbows or sabots for shield stripping then go in with the lovely lasers.

I'm glad you are enjoying the mod!

Most weapons were balanced against vanilla, and most autoblasters really don't stand out much, except for the pretty colors and sounds. The only ones that stand out from the bunch are the Kinetic and HE based weapons added by the mod, as they function differently from the rest and are actually useful for either striping shields or armor.

It may take a bit of practise before knowing how to use this faction and its weaponry, and you may also keep an eye out for the AI Tournament starting soon, someone is going to take my mod there, so maybe you can have some pointers there ;)



If I may ask, what do you enjoy the most about the ships? I am starting the painful process of redesigning all of the ships so having some feedback is very useful!

Well, aside from the space doritoness, I love how much customization they all have. Take the Affliction, I can turn this into a torpedo boat that flies in, drops a cluster of reapers and flies out for the next one, or a flanker with DME's shockbeams glued to it for sniping engines, or a moving PD ship. And that's just one of the little ships. I have two Tortures flying in my fleet, one is bulked to the max and has a pair of Tachyons on it for blowing up carriers with a fighter escort, the other sits at range lobbing missiles and bombers covered in PD weapons. Unlike the Legion which has kinda gimped firepower and limited missile coverage, or the Astral which is flimsy as hell and basically just a launch platform, the Torture is customizable for the job.

9
Been playing with this all day, really enjoying the capital ships a lot, especially the Torture. Been having a hard time killing things with the FDS weapons though, most of the autoblasters aren't able to take out a capital shield without lots of missiles used up in the process. Guessing I could include a few longbows or sabots for shield stripping then go in with the lovely lasers.

10
General Discussion / Re: Relative balance of cargo\fuel ships
« on: January 10, 2019, 06:14:21 AM »
So, Colossus and Phaetons it is... And here I was poaching caravans for any Atlas I could get my hands on.

11
I've mad a whole fleet of just pirate falcons for their epic speed. Worked pretty well, we had two meant to disable shields with sabot, four DPS with annihilators, and two full of reapers and atropos for killing things. Problem is, in long extended battles our only option was to run, given the great speed though we could escape anything. Found myself basically doing hit and run again and again against larger fleets until we'd killed them off bit by bit.

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Mods / Re: [0.9a] Nexerelin v0.8.4y2: 0.9 beta (release 2019-01-06)
« on: January 06, 2019, 09:35:47 PM »
I've selected enable random core systems but it's not doing so? Is there something else I have to do to change it all?

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