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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 - xyzeratul

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Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: November 02, 2021, 04:19:53 AM »
Just posting to let peeps know that theDragn has hopefully fixed this in an update (5th Oct), the download is on page 30

EDIT: Just to add, I believe the only file that has been changed is the VayraSector.jar in the jars folder. If like me you want to preserve custom settings and alterations you can just replace the existing VayraSector.jar with the updated one, looks like its save compatible.

Where can one acquire this little JAR update? I took a look on the Discord Channel's "mod updates" section and saw nothing new for Vayra Sector.

Download the file linked by Dragn on page 30 (updated today), delete the old VS jar and extract the new jar from the most recent update in its place. However, its a much better idea to update new mods in their entirety so no new elements of updates are missed.

If you want to preserve settings, a much better method imo is to move the old VS folder somewhere else, extract the new VS folder to mods as normal, then go back to look at the old settings and manually alter the new settings file to what you had previously. A compare tool in your text editor of choice can be of great help in identifying what is different between old and new settings files and what to change. A bit more involved? Yes. Likelihood of new updates being broken? Dramatically lower.

Also, VS updates will be in modded_gameplay not mod_updates, as Dragn isn't officially taking over development

link on page 30 seems dead, anyone gota an update?

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Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14a
« on: February 13, 2020, 04:05:59 AM »
testing out the new update:

Is there a way to remove the new Legio siege space station? I mean once it's there it acts like a normal space station, you can disable it but it will be back online in a few days, I was thinking it's more like a pirate base.

The new mech(not sure how to call it) and capital ship are nice, the new carrier is a bit strange looking...

3
General Discussion / Re: Good AI controlled assistant ships?
« on: October 01, 2019, 09:01:14 AM »
In that case:

You never really need to cap a point. If your fleet is superior, it will end up taking those points anyways unless your entire fleet is nothing but slow ships. If it is inferior, it will end up losing those points anyways. There's barely any middle ground and if you have the skills which does the same thing, the effects of them are minimal in comparison.

The best ships for harrass and assist in PD is just another big ship you can build like your Conquest, Astral, Legion, Odyssey or Cruisers like Doom, Eagle, Falcon, Heron. They can be their own PD. All carriers are essentially range 4000 PD or harrass depending on configuration, with the bonus that they are replenishable in a way that frigates and destroyers are not. Though I suppose it would be the carriers that need the support. I guess Omen and Tempest and telling it to escort can be useful too. There's no real need to use them though, unless you happen to have less than 20 DP to use.

Actually that would make an interesting discussion. Which would be better? 6 Conquests, or 5 Conquests, each with a Tempest Escort? What about omens as escort? Orders?

because in the later stage of this game, it feel more like a RTS game, the safe and boring way is carrier spam, at least AI carrier can do a decent job, if their number is up to some level, they can take care of anything, I guess I am looking for other option mostly because I don't like using carrier myself and would like see less carrier in my fleet. ::)

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General Discussion / Re: Good AI controlled assistant ships?
« on: October 01, 2019, 05:45:10 AM »
All this sounds confused by a very specific set of circumstances of a very specific rule laced tournament, with general good AI ships in the campaign. I suppose that's the problem when the title of the thread doesn't match what the opening poster writes.
I guess I should clear my question:

 I am in the mid to late game, 3 plantes, building a fleet, trying to be a main player between other factions,  I can build really big, top tier capital ships, Conquest, Astral, Legion, Odyssey and Onslaught, or Cruisers like Doom, Eagle, Falcon, Heron and Mora.

I usually piloting big non carrier ship like Onslaught or Paragon, but big carriers can be good even driven by AI, so no problem for me.

But I feel like I need some small, fast ships to assist my fleet in PD, cap a point or do harassment, using big ships to do these feel like a waste and they are usually bad at these job(try watch a heron or Doom AI ship cap a point u will know), and I don't want to control it myself, so I need these small ship with some good loadout can be good in hands of AI.

5
General Discussion / Re: [GUIDE] When To Fully Stop Tech-Mining?
« on: September 29, 2019, 08:56:05 PM »
The most important point is when ruins stop giving blueprints or AI cores. All other loot can be easily acquired in other ways, save for some rare weapons.
yes, but I find my tech minings are mostly disappoint, only got blueprints in 1st 3 months, after that the best I got is 1 or 2 beta cores

6
General Discussion / Re: Good AI controlled assistant ships?
« on: September 29, 2019, 07:14:13 PM »

The cheapest option would be Centurion. Cheap, reliable, with decent speed and survivability. Slap any mix of Ions/TL/LR PD/LR Pulse/Railguns on it, max vents->caps and you're good to go. Add Hardened Subsystems for extra few minutes of operating time. Though it will not survive high burst damage from laserboats, so take care.

Omens are extremely good with double PD or Pulse + salamander, again HS and max flux. Extremely tanky with it's speed, size and shield. Just don't expect to it to kill anything more than 5 DP worth by itself.

Tempest is incredibly good at both distracting and killing stuff, my preferred option is Grav Beam+Tach Lance+Salamander/Hammer. Optics and/or HS are optional but welcome addition.

Drover with any mix of interceptors and fighters. Usual setup would be Talon/Broadsword early game, Lux/Spark later on. Consider any other options if you don't rely on missiles and don't really need flares.

Mule (P) is surprisingly good as a support boat with 1k range Ion beam and salamanders.

Medusa is OP as *** at crushing small ships, but struggles with bigger targets. I'd rather bring an extra XIV Falcon for (almost) the same DP cost and double damage potential. Or another Drover for that mindless carrier spam?

And let us not forget about Monitor. Unkillable chunk of cosmic steel that will float around and eat all enemy fire for eternity without blinking an eye, this is the only small ship that will actually survive lategame carnage on a battlefield (without constant babysitting).

I am using medusa right now, any loadout suggestions? I feel this thing is a bit struggles with enemy missile spam, maybe I should give Falcon a go, always got Eagle or better ships before it, so never really use it.

and I will try out other ships as well, Monitor and Omens seem like good choices for cap points.

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General Discussion / Re: Good AI controlled assistant ships?
« on: September 29, 2019, 09:53:06 AM »
Herons with Thunder
Drovers with Broadsword+Claw

Enemies will be stun locked and will not be able to fight back.
thanks but is there any none carrier options?

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General Discussion / Good AI controlled assistant ships?
« on: September 29, 2019, 09:48:49 AM »
I am in my 2nd round with some basic mods right now, running a fleet usually with 1 Onslaught, 1 Paragon and 2 Heron), I am mainly control the Paragon or Onslaught, but I am looking for some smaller(destroyer or frigate class) ships loadouts , can be a good assistant in the hand of AI officers, do some harassment or point defence for my main fleet.

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