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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 - Amazigh

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31
Mods / Re: [0.96a] Amazigh's Ship Foundry v0.11
« on: May 08, 2023, 11:40:12 PM »
Update
Save Compatible

v0.11
- New Ships
-- Misside
-- Initone
-- Lafiel

- New Weapons
-- Twister MIRV Rack
-- Electro-Thermal Blaster
-- Sakset Naval Rifle
-- Strobe Beam

- Exegetes
-- Sprite adjusted
-- Mounts adjusted
-- Hull reduced from 2500 to 2000
-- Armour increased from 300 to 350
-- Flux Capacity reduced from 3000 to 2000

- Lanner
-- Small turrets changed from energy to hybrid
-- Deployment point cost reduced from 23 to 20
-- Hull increased from 7000 to 7500
-- Flux capacity increased from 10000 to 11000
-- Flux dissipation increased from 525 to 650
-- Speed increased from 45 to 55
-- Turn Rate increased from 10 to 15
-- Cost reduced to 110000 from 120000

- Lanner (P)
-- Deployment point cost reduced from 26 to 22
-- Hull increased from 7500 to 8000
-- Flux capacity increased from 10000 to 11000
-- Flux dissipation increased from 500 to 600
-- Speed increased from 45 to 55
-- Turn Rate increased from 10 to 15
-- Cost inreased to 160000 from 120000

- Triarii
-- Per-Drone flat range bonus reduced from 3 to 2

- Niteo
-- Speed reduced from 75 to 70
-- Flux capacity reduced from 9000 to 8500

- Invigilator
-- Turret mount types swapped (now the rear turrets are synergy, and the front are energy)
-- Minor increase to arcs of front turrets

- Flogger
-- Infernium Afterburner
-- Charge regeneration time increased from 10 seconds to 12.5 seconds

- Phantasmagoria
-- Hull reduced from 1500 to 1250
-- Flux Capacity increased from 2500 to 3000
-- Both of the built-in weapons can now be cycled through a set of 3 options via a hullmod.
-- Core Mechanics reworked:
--- Features a "Regulator" hullmod, can be toggled on/off
---- When on: the ship is less powerful, but is easier to use and has a lower logistical overhead
---- When off: the ship displays its true potential, albeit at a cost of ease of use and a heavy logistical burden

- Transparence
-- Shield efficiency penalty when overcharged increased by 20%

- IR Autopulser
-- Flux/shot increased from 42 to 45

- Bramble Smartbomb Rack
-- Reworked, now a point defense flak-like weapon

- Thicket Smartbomb Launcher
-- Ammo/reload mechanics removed, instead now has a flat 12 second reload

- Wasteland Smartbomb Complex
-- Final submunition speed increased
-- Reload time reduced from 6 to 4
-- Ammo regeneration time reduced from 20 to 16

- Bipartisan LRM Launcher
- Gimbal Micromissile Pod
-- Sprites Updated

- Sprocket HSRM
-- Range reduced from 1500 to 1200
-- Damage reduced from 400 to 300

- Overclocked Targeting Unit
-- Range bonus reduced from 20% to 15%
-- Peak performance time reduction increased from 10% to 15%

----

1 Apologee - is it possible to capture or is it only as a target for destruction?
2 Are you planning to integrate version checker? Just a very handy feature.
The Apologee/Perytonne are not capturable, they're "bosses" with their weapon as the reward for beating them.
Version checker is... something i'll get around to at some point, but not high on my priority list.

32
Mods / Re: [0.96a] RotcesRats v0.3.1
« on: May 08, 2023, 11:09:11 PM »
Update 0.3.1

- 0.96a compatibility

33
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 06, 2023, 12:08:18 AM »
Loving the update, but there's one change that has me (and some others) scratching our heads, Is the omen meant to be grey? just seems a little odd when the other Hightech resprites (eg: medusa/aurora) were made more saturated.

34
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: April 21, 2023, 12:55:37 PM »
More seriously, though, have you considered that you might be underestimating the HAG?...  ...(in this case, using it on the new Invictus.)
I forget where i said it, but i the HAG is a weapon i can see being really good on both of the new luddic capitals.
They have the flux to handle it, and the loss in DPS from taking a hellbore could be more of an issue for them with their slot options. eg:
- Invictus with a mix of HAG/mark9 would be very unpleasant if it get you in its sights, a solid consistent mix of kinetic/he damge being sent downrange. (there's also the option of using a HAG or two in side slots to deter flanking)
- Retribution could run say... 3 HAG, 6 sabot pods, 2 HAC and then vulcans for PD. (and unless stats have changed since the blog post, then by my math it could be flux neutral with that loadout!) and that would be terrifying to have boost in on you.

35
Suggestions / Re: Proximity Fuse vs. Shields Incorrect Damage
« on: April 19, 2023, 07:26:37 PM »
...Then the projectile is going to go boom roughly when it should, and can be ignored from then on...
It's a neat idea, but the core issue with having this replace the current system, is that you would lose out on proximity fusing on projectiles.
A perfect example of a case where this would be sub-optimal, is using the devastator cannon as an assault weapon.
In this instance you want the shells to detonate when near the ship you're firing on, but also to detonate early if there are any missiles in their path, and if you're pre-setting fuse times, then the weapon will stop acting as PD, which would be annoying.

The "unresponsiveness" of such a fuse would make it feel awkward to use as you have to put your cursor exactly where you want them to detonate, rather than just in the correct orientation as you currently do.
The paladin while operating 'somewhat' similarly, gets around this by allowing you to aim "past" a target and still have the beams converge on it for the explosion.
Though this could be "fixed" with some sort of raytrace/cone check to see what is the first valid target with the current aim angle, but that'd kinda mess with the "computationally simple" aspect of your proposal.


If this was implemented as an alternate fuse option that could be used that'd be neat, but i don't see it replacing actual proximity fusing.

36
I can see this become an option for the player to take, perhaps as a Skill to be taken in the Industry tree.

"When available, consumes metals in place of supplies to perform repairs on damaged ships."

Yeah, this would be a neat skill in the industry tree. You'd still need supplies for upkeep, but if you get some metals from combat/salvage, it'd actually be worth it to take some to be able to save some money(supplies) on repairs.

37
Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.10.2
« on: March 24, 2023, 07:10:17 PM »
Update 0.10.2
Save Compatible

v0.10.2
- New Weapon
-- Albatreos Cruise Missile

- Fixed Crash

38
Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.10.1
« on: March 23, 2023, 07:19:54 PM »
I'm still CTD

It looks like you're running an outdated version of RotcesRats.

39
Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.10.1
« on: March 22, 2023, 08:58:31 PM »
Update 0.10.1
Save Compatible

v0.10.1
- Fixed Crash

v0.10
- New Ships
-- Flogger
-- Phobia

- New MagicBounty
-- Jorogumo

- New [REDACTED]

- Salmson Cluster Grenade Launcher
-- Reworked (and renamed) to Salmson Burst Grenade Launcher
-- Removed ammo/regen mechanic
-- Now fires a 4 round burst
-- Each shot has lower total damage, but effective performance against armour is improved

- Sumake Magnegun
-- Damage/EMP increased from 40 to 50
-- Flux/damage reduced from 0.6 to 0.5

- Omer Spread Missiles
-- Reload time reduced from 8.9s to 4.5s (Burst DPS increased from 61 to 120)
-- Ammo regeneration time reduced from 9s to 4.5s (Sustained DPS increased from 20 to 40)

- Gleam
-- Front mount changed from Energy to Hybrid
-- Variants adjusted

- Lustre
-- Adaptive Systems Shield damage reduction maximum lowered from 70% to 40%.
-- Variants adjusted

- Fixed error with spawn rates of vessels in tri-tachyon fleets

40
Mods / Re: [0.95.1a] RotcesRats v0.3
« on: March 14, 2023, 05:59:47 PM »
Update 0.3

- New Ship
-- Scut

- New Weapon
-- Miser Heavy Coilgun

- Flint Coilgun
-- OP cost reduced from 6 to 5
-- Range reduced from 660 to 650
-- Reload time reduced from 0.81s to 0.75s (DPS from 111 to 120)

- Creeper Cluster Torpedo
-- Given poor guidance capability.
- Typhoon Creeper Launcher
-- Ammo increased from 8 to 10

- Bearing Microrocket Rack
-- Ammo increased from 6 to 12
-- Reload time reduced from 2s to 1.75s

- Surebrec MK.II
-- DP increased from 7 to 9

- Phaeton Mk.=
-- Armour increased from 560 to 650
-- Ordnance points increased from 90 to 95
-- Shield Arc increased from 90 to 110
-- Shield Upkeep reduced from 110 to 88
-- Shield Flux/Damage improved from 1.2 to 1.0

- Untertaking (LP)
-- Wrath of ludd
--- On Hit VFX improved

- Onquest/Conslaught
-- Diffused Thermal Pulse Cannon
--- Shotgun Script and statcard improved
--- Damage reduced from 200 to 180
--- Refire reduced from 1s to 0.8s (Burst dps from 1200 to 1350)
--- Ammo Reload time reduced from 5s to 4s (Sustained DPS from 240 to 270)

41
Suggestions / Re: Toning down the Monitor Menace >:)
« on: March 08, 2023, 12:24:49 PM »
What can you even fit on those small universals to complement the built in flaks while having enough OP for vents?
That's the thing, you don't!
"Optimal" monitor builds leave the universals empty, and min-max into flux dissipation/shield strength.
My putting weapons in the universals, it makes the monitor more likely to stop using fortress shield, which runs counter to it's role of "damage sponge"

You can get some use out of putting one or two weapons that pose a threat to armour to (further) mess with enemy AI, but it can quite often just be better to leave the mounts empty.
(it could even be argued that removing the built-in flak cannons would make the monitor better, as then there would be no reason for the AI to ever drop fortress shield)

42
Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.9.1
« on: February 22, 2023, 12:07:51 PM »
What's the backstory behind the Perytonne and Apologee anomalous bounties?
They're [REDACTED BY HEGEMONY COMSEC]

Absolutely adore your ships and weapons. Hopefully 0.96a doesn't end up being hard to update for, if you intend on doing so.
It's looking pretty easy from the patch notes so far.

Really liking anarchy hullmods, but ships not so much.
Would appreciate it if there was a separate mini-mod for only hullmods.
I'm not personally bothered to split the mod, the source files are included so you could always re-compile them and make your own mini mod with just those hullmods if you want to.

Neat looking ships. I haven't actually started a new playthrough with them, but will at some point. Possibly more feedback from there. More bounties and hullmods are always welcome... I will see if the hullmods play nice with several other mods as well... Though it does occasionally feel like cheating.

However, there is something to be said about the superships. For one, I am bad at games, so I literally can not beat any of the challenge missions. Yes, I get it, it's a challenge, but hot damn... How are you even supposed to do these?
The supership challenge missions are meant to require a reasonable level of skill to beat, i personally have beat them all using the default loadouts, but they are far from the optimal loadouts for the ships, and swapping things around can make the missions easier.

Was poking around in the files to see if im missing any ships and I see one called the Lafiel, which afaik I have never seen before. Is this ship acquirable and where might I find it if so?
That ships is currently unattainable and potentially down for changes before there is a path for acquisition.

43
Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.9.1
« on: February 08, 2023, 03:04:35 PM »
Update 0.9.1
Save Compatible

v0.9.1
- New Weapons
-- Laaja Spreadcannon
-- Copperhead Gun-Launcher

- Plasma Burster
-- Flux/shot reduced from 48 to 45 (0.8 to 0.75 flux/damage)

- IR Autopulser
-- Range Increased from 500 to 550
-- Flux/shot reduced from 45 to 42 (0.75 to 0.7 flux/damage)

- X-Pulse Laser
-- Flux/shot reduced from 288 to 276 (1.2 to 1.15 flux/damage)

- Rinka
-- DP increased from 8 to 10
- Enhanced Ballistic Support Package
--- Range bonus reduced from 15% to 10%

- Rinka (P)
-- DP increased from 7 to 8

- Lustre
-- Adaptive Systems description updated to list details of the applied buffs

- Niteo
-- Turn Rate increased from 30 to 35
-- Turn Acceleration increased from 50 to 65

- Ungoverned Ballistic Loader
-- Now also increases Ballistic Ammo Regeneration rate by 10%.


----

Are there any ways that I could get the Auditor's bp?
The same way you'd get any other ships BP, exploration or raiding a faction that knows it. The historian is also set to be able to point you towards this particular ship BP.

A must have mod, great job!. Some feedback, Lustre and especially niteo need a serious tonedown, even a fury doesnt even have even a slightest a chance against them, especially the Niteo. Those two make early encounters with them an instant game load. There is simply no chance of winning.
Those two make early encounters with them an instant game load. There is simply no chance of winning.

At least a mod with some good Remnant ships, and you suggest to ruin it, Remnants supposed to be challenging. Only thing I would suggest, is revert Niteo back from destroyer to cruiser, it was pretty much cruiser-tier ship both armament wise and by visual size.

I like both Arkships and Remnant ships in this mod, if they will be toned down it would be a shame.
Lustre is at the balance point i intend it to be at, as is the Niteo. (and to note, the Niteo is still in the "combatLarge" (cruiser) spawn category, despite being classed as a destroyer, so if you are running into one, then it could have easily been a brilliant, or some other remnant cruiser.)
Each of them requires a bit of a specific mindset to beat, high agression/pressure, and then bursting down hull quickly when you get the chance. The niteo can also be vulnerable to fighter strikes, thunders being a good example with their mix of kinetic and emp damage.

I started a new playthrough and literally cannot find a single scarab in the shop, there always seems to be be 5+ or more invigilator's for sale at any given time. For example, Culaan had 9 of this ship for sale!!
Did some testing myself, and i have reduced the "hullFrequency" of all ships in the mod. note, that the invigilator (for example) had a rate of 4.5 (now 1), but the scarab has a rate of 10, unless you have another mod that is lowering that, i don't see why my ships should be diluting the pool.
(note that you might need a new save to see the altered ship rates in action)

Love the mod, but i have a possibly stupid question. Are the bounty ships, like the Revizor, able to acquired multiple times in one game, or are they unique? I want to make sure I don't accidently get rid of it, or reverse engineer it, if it can't be obtained again.
All of the ships that are bounty targets are one-off ships, only one per save.

44
Suggestions / Re: Converted Hanger Rebalancing
« on: February 05, 2023, 12:38:58 AM »
What if Converted Hangar cost something like 5 OP across the board, the fighters had no penalties (increased cost or otherwise), but it increased the ship's deployment points by something like "+3 or 10%, whichever is higher"?
Nobody would use it, +3 DP is an absurdly high price. OP/DP is the most important ship metric, and the proposed CH would ruin it way too badly.
When you're not running into the DP limit, paying 5 OP to get a mining pod wing on a ship? that's a massive bargain, and a great force multiplier.
Yes it stops being quite so appealing once you hit the DP limit, but it would still have points where it'd be worth using.

And rating ships purely on OP/DP is a bit reductive, because by such logic the dram at a mighty 15 OP/DP is better than the Falcon (P) that sits at a mere 6.25 OP/DP, or the Doom, a measly 4.14 OP/DP, and let alone the clearly worthless and unusable Ziggurat at an utterly pathetic 3.46 OP/DP

45
Suggestions / Re: Converted Hanger Rebalancing
« on: February 04, 2023, 11:27:13 PM »
What if Converted Hangar cost something like 5 OP across the board, the fighters had no penalties (increased cost or otherwise), but it increased the ship's deployment points by something like "+3 or 10%, whichever is higher"?
I also really think this is a really neat idea, furthering some thoughts on it:

It does kind of negate the value of dedicated carriers, so a possible drawback to counter that:
- increased fighter replacement time for CH (and maybe also reduced fighter engagement range with CH?)
The idea here being that while you still get "full strength" fighters from CH, they aren't as flexible/sustainable as they would be from a proper carrier.

I feel like it might be an idea to increase the OP cost for bombers as they offer what are effectively "infinite missiles" and getting that for a (lower than current) cost with the current penalties removed, could be a bit of an issue on some ships. (this would also help to keep carriers relevant, as they'd be where you go for bombers.)

There's also the question of what'd be the s-mod bonus for this reworked CH, an extra wing, or redcued DP increase is an option, but don't feel quite right to me (and an extra wing would eat into the unique identity of vast hangar on the invictus)
If you implement the drawback to the CH wings i proposed above, then the s-mod bonus could be removing that.

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