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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - Wyvern

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Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: September 05, 2019, 04:06:23 PM »
I've used the Bigram in a few cases - generally one of the following:
1: When I've got a carrier (or other support-type ship) that has no business getting close to anything, but has a medium ballistic slot.  Usually those slots get HVDs, but the Bigram is cheaper, which sometimes matters.
2: When I've got a large ship that has some turrets set further back than others.  For example, a Legion XIV with one heavy mauler, 2x HVD, and 2x Bigram, set so that the rearmost two turrets get the bigrams.

That said, these are very niche uses; if the gun vanished, I'd mostly just shrug and use something else.

(The small slot version of it, by contrast, works surprisingly well with IPDAI.  I still don't use it very often, but that gives it three plausible niches to the medium Bigram's two.)

General Discussion / Re: Venture, why?
« on: September 05, 2019, 01:28:38 PM »
Just my opinion of relative value as Survey equipment only means less heavy machine needed
It also means less supplies needed, which adds up fast if you're on a longer exploration expedition.  There is a threshold past which it's not worth adding more surveying equipment, but when all those little volcanic worlds cost 5 supplies instead of 40...

On the other hand, if we did swap the Venture's surveying equipment for a salvage gantry, I'd consider it a net upgrade; you can add surveying equipment after-market if you need to, but the salvage gantry is only available as a built-in hull mod.

General Discussion / Re: Tournament Musings
« on: September 05, 2019, 12:49:21 PM »
As someone who's sortof vaguely interested in the tournament, but never actually ends up watching any of it, this sort of text-mode commentary is quite appreciated.

And, yeah, it seems quite sensible that the limits and context would heavily favor missile-strike builds.  I'm also amused at how very similar your Omen build is to the one I use in the actual game - pretty much the only difference is that I never bothered putting torpedos on them, just ran with the single antimatter blaster.  I'll have to try that...

Mods / Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« on: September 05, 2019, 10:48:05 AM »
So uh. The Lambent. Yeah it eats less fuel/ly, but how is that worth double the supply use for 3/4 of the fuel capacity? Rn its never a worthy tradeoff over a phaeton.
To present a different perspective, the Lambent is my go-to choice for a tanker.  It's more fuel efficient, and doesn't require militarized subsystems, so I can install expanded fuel tanks and surveying equipment.

General Discussion / Re: Am i playing the game wrong?
« on: September 04, 2019, 05:18:13 PM »
Yeah you can literally found a secondary core sector by planting colonies, giving them independence or by turning them over to other factions.
That's only with the Nexerelin mod, though; vanilla, your colonies are your colonies and you can either keep them or abandon them, nothing inbetween.

General Discussion / Re: Overrated (overpriced) ships
« on: September 04, 2019, 03:21:02 PM »
Note that officer skills do skew things some - Defensive Systems and Power Grid Modulation are very nearly must-have options for an officer for an Aurora, and with that extra 25% shield cost reduction, going for stabilized + front shields is a bit less attractive.

I'll also note that my preferred Aurora variant mounts 2x pulse laser, 2x ir pulse, 4x ion cannon, 1x heavy blaster; this gives you 1100-ish sustained DPS for 1200-ish flux/s - not quite flux-neutral, but close enough (once we count in officer skills) - with the heavy blaster as a very-much-not-flux-neutral add-in when you need to break armor.  And once you've got a target high on flux, the ion cannons shut them down and let you stay close much longer than you could based on your shields alone.  The AI is, of course, not -as- competent with this build as the player can be, but it's also not terrible, either.

Minor typo in the Fray Cannon description: "fully integrated into the ship's hell" - should be "hull".

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« on: September 03, 2019, 04:53:24 PM »
I do find it amusing that the Normandie and d'Erlon are basically opposites - the Normandie pretty much just flat out-performs vanilla cruiser-carriers at carrier-ing, but has next to nothing for logistical stats.  Meanwhile, the d'Erlon is good - but not as good as a Drover - and in tradeoff has about half a freighter's worth of cargo capacity.

Suggestions / Re: AI should prioritize shield blocking HIL much higher.
« on: September 03, 2019, 12:23:10 PM »
IIRC it's just reduced by a factor of 1/2 rather than the projectile armor damage reduction formula.
Common mistake, but no, that's not how it works.

Beam weapons use the same formula for armor damage reduction as projectile weapons:
damage dealt = damage-of-hit * hit-strength / ( hit-strength + armor )

For projectile weapons, hit strength is just the damage of the hit.
For beam weapons, hit strength is 1/2 the beam's raw DPS (adjusted by damage type as usual).

So, the HIL does 500 DPS, x1/2 from the beam hit strength calculation, x2 because it's HE, for a hit strength of 500.

Where this gets complicated is burst beam weapons - the "raw DPS" I mentioned above is not the DPS listed in the codex, but the DPS value you can find in the weapons.csv file; essentially, it's based off of how much DPS the gun would do if it were firing continuously.  Which is why the Tachyon Lance is so ruinous against armor: its raw DPS is 1500, which gives it a hit strength of 750.

And just for reference, here are the hit strength values for vanilla burst beams (technically as of a few Starsector versions ago, but I don't think they've been changed recently.)
Burst PD Laser: 175
Phase Lance: 500
Heavy Burst Laser: 200
Guardian PD System: 500
Tachyon Lance: 750

Blog Posts / Re: Skills and Story Points
« on: September 01, 2019, 09:54:55 AM »
The bonus XP doesn't work that way - essentially what that means is that if you spend a story point on something inconsequential, you'll get it back (eventually, once you've done enough stuff that earns XP).  Fielding kites in a battle won't get you those points back any faster.

Suggestions / Re: Explored ruins check
« on: September 01, 2019, 09:52:16 AM »
It would also be nice if we could filter the intel planets list by, say "has ruins" or "has unexplored ruins" or even "has volatiles deposit" or "has farming/aquaculture available"

General Discussion / Re: Bug?
« on: August 31, 2019, 12:44:03 PM »
Beam weapons - including the Tachyon Lance - do "soft flux".  Soft flux - from incoming beam weapons, your own weapons firing, and your shields' maintenance costs - can be dissipated while shields are up, while hard flux - from incoming non-beam hits - can only be dissipated while shields are down.  In other words, if your flux dissipation is high enough, you can simply ignore those lance hits.

(Well, okay, if your hard flux level is high, the Tachyon Lance in particular has a shield-piercing EMP effect.  But that only triggers if your hard flux level is high.)

Between that and the damage reduction for playing on easy mode, this seems like it's probably not a bug.

I've gotten good-ish results out of a Tarima with 2x Charity Assault Blaster; the ship system cutting out other weapon use gives them time to recharge, and they're pretty good at smashing up stuff that's high on flux due to the Veritas cannons.  The hull does really need both ITU and +10% ordnance points, though.

Modding Resources / Re: [SERVICE] Custom Paintjobs on Commission
« on: August 30, 2019, 02:49:44 PM »
Hm... I'll admit, I have been contemplating some ideas that could work well with custom skins; things like "How would I convert a Sunder into a missile destroyer?"

I'll have to think about it a bit more before committing to buying something, but this is definitely a neat service to have available; thank you for offering it.

Suggestions / Re: [MODDING] Flip Weapon Sprites
« on: August 30, 2019, 02:33:38 PM »
Lol?  No, the boilerplate I referenced was the return if combat engine paused bit, that the script absolutely didn't need.

Sorry, Xeno, but the reason I didn't credit you is that, in point of fact, nothing of yours was referenced.  Credit for the starting point I was working from goes to Tecrys and Tartiflette.

Besides, we can move firing points now (though the code I posted didn't bother - I wanted just the visual component to demonstrate the flaws there).  Also, your code is wrong - it doesn't mirror all of the sprites and its method of determining what side of the ship a weapon is on is buggy.  Perhaps you'd benefit from actually looking at the thread I linked earlier rather than leaping to assumptions?  Here's the link again, in case you missed it:

As such, the only remaining issue with weapon mirroring is that it only works in combat or in the refit main screen, but not in any ship list - such as the fleet screen, or when looking over enemy ships on an encounter screen.

Hopefully if Alex adds an init() method, that will fix that?

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