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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20)

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Messages - Wyvern

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31
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
« on: September 23, 2019, 10:48:53 AM »
I've run into a problem with the Brave Blade, I cannot retreat from battle.
As Soren said, that's a vanilla bug with module-based ships.  (The Brave Blade has a hidden module; this makes its point defenses stay online when it overloads, and may have other effects I'm not aware of.)

There is however, a workaround if you have console commands (at least as of the latest beta build - I'm not sure if this is in the main download link version) installed: you can bring up console commands during the fight and use it to end the battle.  Not, perhaps, ideal, but I personally have no qualms about using console commands to work around bugs.

32
Mods / Re: [0.9.1a] Sylphon RnD 0.9.5f
« on: September 23, 2019, 10:40:49 AM »
So I used the sylph core on two fo my best ships, but now I cant see the ships. did I lost them?
If you read the tooltip, it tells you: the sylph core installation takes time, and once it is done, you can retrieve your ships from the market where you began the process.  So, yes, they're not in your fleet right now, but you will be able to pick them up again soon.

33
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
« on: September 21, 2019, 09:15:57 AM »
Slammer - I treat these as being basically upgraded Hammerheads; they're good work-horse destroyers that don't particularly excel at anything, but also don't have any weakpoints you can't cover over with extended shields or insulated engines.
But can a Hammerhead do this?
I don't know - I haven't tried.  Out of curiosity, what sort of variant are you using for that Slammer?

34
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
« on: September 20, 2019, 11:29:22 PM »
- I feel pretty good about the Normandie ATM; no modular missiles, no damage boost, one extra deck vs the Heron for only +5 DP feels like a fair trade. I'm wary of increasing costs more.
See edit to my post above - I take that suggestion back now that I remembered "Oh, right, I do need to run baseline tests."

35
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
« on: September 20, 2019, 10:54:37 PM »
Some commentary, on random things and in no particular order:
  • Hybrid Blaster - The previous ammo-limited implementation was interesting, making it a good choice for energy-based frigates (whose PPT was low enough that the ammo limit simply couldn't matter) but falling off some when it came to cruisers or capital ships - unless they installed expanded magazines.  The new regenerating ammo... I'm having a hard time imagining a situation where it'd matter; certainly a frigate still can't run dry before running out of PPT.  If it's going to regenerate, I'd suggest drastically dropping the maximum capacity - even just a 20 shot magazine would still allow 32 seconds of continuous fire.
  • GX Phased Blaster - This gun feels to me to be over-tuned; for three ordnance points & 30 flux/s over a vanilla pulse laser you get slightly higher DPS versus shields, significantly higher DPS versus armor/hull, and +100 range.  I can't imagine a hull where I wouldn't take that trade-off.
  • Tempest (Refit) - This one's... interesting.  On the one hand, you can put an HVD or Heavy Mauler on it, for an obnoxious long-range harassing platform.  On the other hand, if you do that, its defense bit is quite inferior defense to the standard Tempest's terminator drones, and the resulting ship is much more vulnerable to fighters and missiles.  So I'm not quite sure if this is actually an upgrade over the regular Tempest or not; I tend to mount flak cannons on mine, since it's still a pretty strong ship compared to most other frigates.
  • Slammer - I treat these as being basically upgraded Hammerheads; they're good work-horse destroyers that don't particularly excel at anything, but also don't have any weakpoints you can't cover over with extended shields or insulated engines.  The spinal gun is neat, but inconsistent (sometimes it'll hit a whole wing of fighters, sometimes it'll miss and go right past them), which is honestly fine; it's quite strong enough even with that flaw.
  • Normandie - Still a very potent carrier, particularly when outfitted with bombers.  I'd kindof expected the system change to be to something not fighter-related at all, but Strike Command is useful without being a direct damage boost - and does kindof play into the whole command carrier thing, with the ability to get your fighters from point A to point B in a hurry when you need to.  At the very least, I don't have any good ideas for a ship system that might fit it better.
  • Crasher - Kindof a weird hull, with parts that don't seem to synergize very well with each other.  A good use-case for a reloading missile system; Marteau seems to work best, but the Calliope or even just plain old Salamanders are okay.  Becomes a notably more capable ship when you install the Gunnery Control AI hullmod (from the Ship/Weapon Pack); an extra +50% weapon shot speed makes a significant difference.  I still like the Slammer better, but these are definitely both interesting and usable.
  • Brave Blade - I've mentioned before that I think this thing is grand fun.  Reminds me a lot of the glory days of the Hyperion, before CR and the teleporter.  Has some issues chewing through heavy armor, though if I -really- wanted to address that I could probably swap to antimatter blasters instead of the linear autoguns it starts with.  As it is, I tend to use this thing to support heavier vessels, clearing out frigates and destroyers that might flank them, or even just putting myself in front of a ship that needs a chance to back off and recover flux.
...I can probably come up with additional hopefully-useful feedback, but I just looked at the time and figure I should post what I've got and then go to bed.

Edit Re: Normandie: Removed a suggestion I'd put in on increasing its deployment cost - I'd forgotten to run baseline testing with a Heron.  Four wings is nice, but three wings with Targeting Feed can be just as scary - as long as you pick the right wings.

36
Mods / Re: [0.9.1a] Commissioned Crews 1.1
« on: September 20, 2019, 11:21:37 AM »
This is a really neat idea.  As others have noted, balance is off a bit - some of these are definitely more valuable than others - but it's still a really neat idea.  Kudos.

My assessments:
Hegemonic Plating: Simple and to the point.  Not a really significant bonus, but nothing to sneer at either.
League Leadership: This one's pretty powerful; at least personally, I rarely have the OP available to put expanded deck crews on my carriers, so I'd be getting the full bonus more often than not.  On the flip side, the Persean League is pretty boring as a faction, so giving them an exciting and potent crew bonus is, imo, actually, a good idea.
Sindrian Endurance: An interesting idea, but... not actually that useful, at least for my playstyle.  I'd probably combine this with something like a 10% reduction to ship maintenance supply cost.
Blessing of Ludd: This one is, um... weird?  The effect seems fairly reasonable, but the flavor-text could use a re-write.  Something like "Eschewing automated tracking systems, each missile is individually remote-guided by Luddic gunnery crews."
Tri-Tech Assistant: 100% useless bonus.  There are several sources for auto-aim accuracy bonuses (High CR, gunnery implants skill), and they already add up to more than actually has any effect.  That said, I'm not sure what would be a good replacement here.  Maybe a 5% reduction to shield / phase cloak maintenance flux costs?
The Path: One of the more powerful options.  On the other hand... you've got a commission from the Luddic Path.  That probably balances out.
Pirate Handiworks: Powerful but situational.  Though, again, if you're allied this closely with the pirates... well, not only does that mean you're more likely to be in a situation where this matters, it also means you do need all the help you can get.

Hm.  Yeah, okay, so that's just Sindrian Endurance and Tri-Tech Assistant that I think need work.

Question: Do these bonuses apply to ships from the given faction, or just player ships when commissioned?
Edit: It's been pointed out to me that the above question is unclear.  What I meant to ask is if this gets applied to fleets controlled by the given faction, or just the player's fleets.

37
Suggestions / Re: Purchase Faction Com Network Subscription
« on: September 19, 2019, 01:15:40 PM »
What would you get out of purchasing a com subscription from a friendly faction? Bounties/Missions/et al are public.
Non-bounty missions are only public if you're within a certain (relatively short) range of the posting system.  Which, with current mechanics, means that if you want to get good relations with a given faction, there is a strong incentive to set a comm-sniffer in one of their systems, just so you can see those missions without actually having to go there all the time.

38
General Discussion / Re: effect of alpha core on tech-mining?
« on: September 19, 2019, 12:24:05 PM »
Honestly, I thought your reply was a joke XD I mean, yes, it's true, but also funny.
Hah, yeah, that's fair.  Let me go edit that to make it clear that it's actually a serious response.

39
General Discussion / Re: How to stop colony from "deteriorating"
« on: September 19, 2019, 12:15:36 PM »
Ouch - that's actually a bug that you ran into; a colony that's not at stability zero is not supposed to destabilize, but the game checks colony stability only on a fairly long interval; in other words, by the time you got the warning, it was probably already too late to fix it.

This has been reported already, and I believe fixed in the dev version of the game, but that doesn't really help you out right now.

My advice for what to do from here: If you've got a save from just before the final destabilization event, load that up, abandon the colony, and wait two in-game months before re-establishing it - that should clear the destabilization count-down.  If you're not at the right location to accomplish this, or don't have enough colossi to carry your collected inventory, then install the Console Commands mod, and use that to just give yourself the resources to work around this bug.

40
General Discussion / Re: am i playing the wrong way ?
« on: September 19, 2019, 12:08:18 PM »
Point one: If you're having fun, then you're not playing the wrong way.

Point two: Most systems in the game are designed to lead back into combat in some way - for example, once you found your own colonies, you start having to protect them from pirate and "deniable" spec-ops attacks.  It's possible to set up colony defenses that can handle most of that for you, but not all.

Point three: You can approach combat from a fleet commander perspective, letting the AI run your ships and just giving them orders as needed.  The game is not designed to be played that way, so it will make some fights harder than they're meant to be - but note that that's "harder", not "impossible".

41
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 19, 2019, 11:30:11 AM »
Yeah, multi-module ships retreating cause issues; as I recall, this is a vanilla bug and not something that's easy for modders to work around.

It is, however, relatively straightforward for a player to work around - install the latest (in-dev) version of Console Commands; one of the available commands will simply end combat regardless of this bug.

42
General Discussion / Re: effect of alpha core on tech-mining?
« on: September 19, 2019, 10:14:57 AM »
@OP I'm on my way home from work, I'll dig into the code and find exactly what if any effect an AI core has on this industry  in an hour or so.
Double-check it if you like, but I already answered that back in the second post.  (Well, technically, the question I answered was "What does an Alpha core do over a Beta core?" - they do both still provide that industry maintenance cost reduction, as well as making the pathers slightly more annoyed at you.)

43
General Discussion / Re: Which ships need more OPs?
« on: September 18, 2019, 02:57:15 PM »
Hm.  You know what I'd suggest for the Hammerhead?  A modest reduction in top speed; maybe -10 or so.  With its relatively high ordnance point total, if you want a fast Hammerhead, you can put Unstable Injector on it.

44
General Discussion / Re: 0.9.1a interesting seeds
« on: September 18, 2019, 02:36:55 PM »
In my experience, Duzahk is mostly stable across different mods; I've seen it gain or lose specific wrecked ships or asteroid fields, but the planets & their traits generally don't change.  Unless, apparently, you turn on dev mode.

It seems likely that other hand-made vanilla systems (Penelope's Star, for example) will show similar behavior, but I haven't actually run tests on that.

Anything outside of that, there are no guarantees.

45
General Discussion / Re: Overrated (overpriced) ships
« on: September 18, 2019, 01:13:16 PM »
Have to agree.  90% of the fight is breaking the shield, the remaining 10% is just waiting for the enemy to die.  Once his flux is high he can't shoot much anyway, because he's doing everything he can to flicker shields and survive a few more seconds.
Lolnope.  I mean, sure, that's how it plays out against lightly armored pirate clunkers, but try that philosophy against anything with heavy armor and you're going to get owned.

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