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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 - Augustgrad

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Mods / Re: [0.9.1a] Underworld 1.4.1
« on: September 15, 2019, 02:40:25 PM »
With the way Pirates seem to spew out endless deathballs of fleets I realise now I'm actually going to have to uninstall this mod.

Every "Strong" pirate fleet is awash with at least 8-10 Dragons and Amalgams and my colonies just cannot hope to build themselves up to withstand that.
I wouldn't call it a mod's fault for constantly sending out pirate fleets and usually with mods you have to accept there will be imbalance, especially ones that involves additions to enemies like pirates.

Although I do see a point in an content expansion for pirates having more heavier ships being troublesome if you're not used to tough pirates, I'd simply solve this by decreasing the chance they can spawn by lowering their values yourself in:
"mods/underworlds/data/world/factions/default_ship_roles.json"

It seems with all their variants combined both the ships you mentioned can spawn up to a value of 10, which is the default amount for many Starsector ships.
I'd go ahead and lower each value by 2 if you want to see them less for a total spawn chance value of 4 on each ship. An example in the spoiler below which you can then copy and paste or edit the numbers in their respective location.
Spoiler
(Make sure to ctrl-f the ship names to find these! These are under "combatCapital":{ in mods/underworlds/data/world/factions/default_ship_roles.json)
[I also highly recommend Notepad++ to read these easily]

        "uw_amalgam_arm":1,
        "uw_amalgam_ass":1,
        "uw_amalgam_jun":2,

        "uw_dragon_bra":1,
        "uw_dragon_eli":1,
        "uw_dragon_sta":2,
[close]
Remember that you can do this to any ships in that file and other mods, but do note however that by decreasing their value you will see other types of pirate ships more and won't solve the problem of a constant pirate armada Starsector sends.

You do not know how to play that game, and you say you are going to have to uninstall this mod, it is so funny.
I play with starfarer+spacer modes, and ai officers in each ship max 29 lvl (enemy is much stronger) and i do not have problems, pirates are weakest fraction as usial. And now my colonies are standing without my help, whitout planetary shields.
Before puting such messages just try to think what is wrong with you, not with mods.
8 x High Command  ;)
No need to rudely flex there, everyone's been frustrated by constant piracy, luddic cells, and ai inspections before.

2
Mods / Re: [0.9.1a] Green Knight Security (v2.0c)
« on: September 11, 2019, 08:59:14 PM »
Gave this mod a spin and I find this faction nicely balanced as a few of its ships and weapons goes off slight alternative variations of vanilla weaponry and ships. My only complaint about this has to be the lack of ships and weapons with more flavoring required in the lore side and descriptions, but I do love the general idea of a security force you see across the sector.

My favorite ship about this mod has to be the capital ship which I expected to be extremely weak due to its heavy broadside and no shielding, but I was pretty surprised by its power. The AI manages to use this thing to its full potential and juggles around its frontal heavy guns and broadside while the opponent has no idea what to do against armor after armor, but it falls prey to bombers, long range lasers, and EMP the most.

There are a few balance gripes I have about the missiles in the mod, they are fun weapons but it has a problematic power-spike as it is great against small ships while it struggles hard against anything bigger then a destroyer. This is most notable I feel with the small missile variant which feels oppressive against frigates due to its fast fire rate, high capacity, and long range tracking for only 4 points. The medium missiles deals too weak in damage to compete with sabot and harpoons against big ships, especially with its low fire-rate. I'd buff the speed and damage with slightly reduced range, magazine, and tracking to make it powerful against bigger ships more.

I'm also not sure if the Quantum Jammer actually disrupts missiles and fighters as I feel like it does but at the same time it feels like it does nothing. It needs a visual indicator like a circle around it to show its range while the ship itself glows purple or something to better support you.

Also both of the Vasuki frigates needs a wider shield coverage as missiles or shots often hit the side of its wings through the front.

Overall this is a mod I'll happily add to my mod-list, it has a good presence in my campaign where it has 3 markets covering existing vanilla systems alongside its new 3 market home system with interesting ships and weapons in their classy green DA look, although the laser weapons needs better sprite work imo. Here's hoping for new large weapons, ships, variants, and more lore.

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