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Messages - namad

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31
General Discussion / Re: 7th Starsector Fleet Building Tournament
« on: September 20, 2019, 01:21:18 AM »
I wouldn't really like to see falcon (P) nerfed or banned next tournament. I think a lot of rule changes could've made the falconP weaker, for example unlimited fighter wings (if 7wasp wings can't stop missile spam then maybe 13 could!) also the banning of a second capital. Two capitals that covered each other's back's could've in theory been pretty strong against missile spam too.

Also most tournaments include mods, even if the falconP was the best vanilla ship, a lot of mod ships I feel can compete with it. Additionally a lot of mods have worse ships, but better missiles.

Also, also, in an endurance fight the fact you don't fully refill missiles between waves would... as usual... render falconP's worthless (like in the previous tournament where not a single falconP was fielded despite them being allowed).

Another REALLY good rule change to stop falconP spam would be one that's been used in past tournaments. In past tournaments that were based on credit cost, sometimes fielding a large number of duplicate hulls had a cost penalty of oh I don't remember, maybe 5% or some such. While 7 falconP's were unbeatable, how would 6falconP's fair against 1falconP and 6 not-falconP's? I think all of these are really interesting questions. Although if for some reason you wanted to run another vanilla heavy 15 ship ruleset tournament, you could either ban the falconP or ban expanded missile racks, or ban sabots.

One thing that needs nerfed I think is the sabot shotgun effect. Specifically the AI doesn't seem aware of how fast a sabot shotgun occurs. In fact I don't think the ai even gets a single ai cycle to even consider raising or lowering it's shields in the duration between a sabot mirv'ing and hitting. So either the ai needs to be reworked to be able to predict when a sabot will mirv and consider the mirv shotgun effect.... OR the shotgun needs to take longer and be slower and as such a) give the ai a chance to think for 1 tick about raising or lowering it's shields or b) allow a greater than 0% chance for the shotgun to face PD. As is without a fleet admiral the sabot's gimmick of moving slow, until it hits PD range, then instantly applying it's damage, without taking time to travel the gap... it seems to trick the ai pilots quite badly.

I guess another another option in tournaments is just to ban sabots until they're more AI friendly (the ai is great at knowing when to fire them, but not so great in attempting to lower it's shields for 50% of sabot hits, in order to attempt to avoid overloads. Although the sabot is brilliantly designed to still emp out a ship that dodges the overload, which I don't really want it to lose, it's really cool, but watching this tournament's it's become clear that ai pilots don't fully consider this shotgun effect... really at all ever.

For example: consider how often the caster would refer to omen's or wasps stopping harpoons in their tracks? yet sabots? nothing ever stopped them except hardened shields, and then only rarely.

32
General Discussion / Re: combat
« on: September 11, 2019, 03:40:20 AM »
I am 100% sure that you cannot unassign weapon groups, when a weapon is equipped it is automatically put in a group by default. The most likely cause for the issue is that the enemy ship is faster than your ship AND has longer range. Meaning your ships literally cannot do anything about it.

33
General Discussion / Re: Which mod is the faction Aleph Ascendancy from?
« on: September 10, 2019, 05:07:14 AM »
what is the aleph ascendancy? I can find no mention in it at all in the OP of the vayra sector mod? is it one of the "upstarts"?

34
General Discussion / Re: Pacifist mods?
« on: September 10, 2019, 05:03:41 AM »
It's fine with me, only thing is, I didn't put that much thought into it.

For example those MISC mods I mentioned can be added to a campaign halfway through.

Things like nexerelin (for sure) and ship weapon pack (sort of) require a restart, and if you're going to restart I personally think you should add in at least 1 new faction (which really requires a restart for their star systems and planets to even exist).

35
General Discussion / Re: Pacifist mods?
« on: September 09, 2019, 12:33:39 AM »
I wasn't going to post this because it's insanely hard to read and not very user friendly but this is my list of enabled mods in my settings:

{"enabledMods": [
  "$$$_lightshow",
  "$$$_trailermoments",
  "anotherportraitpack",
  "raccoonarms",
  "blackrock_driveyards",
  "CombatAnalytics",
  "chatter",
  "lw_radar",
  "lw_console",
  "istl_dam",
  "diableavionics",
  "DisassembleReassemble",
  "foundation",
  "gs",
  "GMDA",
  "HA",
  "Imperium",
  "junk_pirates_release",
  "lw_lazylib",
  "ArkLeg",
  "luddenhance",
  "MagicLib",
  "Neutrino",
  "nexerelin",
  "ogaportraitpack",
  "ORA",
  "portrait",
  "sad",
  "shadow_ships",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "sun_starship_legends",
  "Sylphon_RnD",
  "tahlan",
  "underworld",
  "US",
  "URW",
  "lw_version_checker",
  "audio_plus",
  "shaderLib"
]}

This is from a campaign I started many months ago and is missing quite few more recent popular mods, like the vayra stuff, or all the sector size increaser mods. A giant list like this absolutely would make the game harder to learn and I don't think I would recommend it to someone wary of mods. However fanmods in starsector are EXTREMELY high quality compared to what you might be used to from some other games. You don't really have to worry they won't work, so much as you said, you might worry that you're not experienced enough, to be bored enough, with vanilla, to have wanted to move onto a dozen extra things to care about.

36
General Discussion / Re: Pacifist mods?
« on: September 09, 2019, 12:25:36 AM »
Adding faction mods will make combat more varied and challenging and harder to learn, yes.

Adding a radar mod will only make the game easier. Adding one of the graphical mods can make the game easier as pewpew dakka dakka gets new colors to make it easier to tell guns apart by their projectiles.

Nexerelin's features make the sector more dynamic with better wars and market places changing hands permanently.

You can certainly use no mods. If you're going to use any mods though some basic ones are really good at improving the game, the best mods are insanely well polished, akin to vanilla itself. Things like the ship and weapon pack add ships that fill needed in-between niches in the vanilla faction's ships for example.

These are all popular QoL type mods:
[0.9.1a] Common Radar by LazyWizard
[0.9a] Lightshow by Tartiflette
[0.9.1a] Upgraded Rotary Weapons by Tartiflette
[0.9.1a] Trailer Moments by Nia Tahl
[0.9.1a] Console Commands by LazyWizard
[0.9.1a] Combat Analytics by Nick XR
[0.9.1a] Combat Chatter by Histidine
[0.9.1a] Audio Plus by Dark.Revenant

These are all user experience mods that don't really change the game at all, they just do things to improve gameplay.

Then if you're using mods you need these mods:
    [0.9.1a] GraphicsLib by Dark.Revenant
    [0.9.1a] LazyLib by LazyWizard
    [0.9.1a] MagicLib by Tartiflette

They do nothing at all, but many mods rely on them.


If you don't want to add more ships to the game, don't do it. Once you're bored of seeing the same old lasher's and condors and hammerheads and whatnot over and over though, you'll eventually want to start a new campaign that has twice as many ships in it! You're right though that a mod like underworld absolutely makes the game harder (but imo in a purely fun way).

As I mention before the most beloved ship pack is http://fractalsoftworks.com/forum/index.php?topic=11018.0 the ship and weapon pack. It doesn't add a new faction to the game, it just adds some vanilla quality ships the feel like they belong in the base game, as well as a totally optional bounty system where you can get bounties at a dockside bar to fight unique fleets with unique ships as rewards (from salvage recovery that's 100% assured to work). The list of mods has both ship packs, and faction mods, the faction mods include a pack of ships but also usually a couple new star systems with several new markets in them. They function just like the vanilla factions.

37
General Discussion / Re: Pacifist mods?
« on: September 08, 2019, 10:36:31 PM »
Nexerelin and exerelin before it have literally been the like #1 megamod in starsector for like more than 5 years. Vanilla routinely adds features from the mod. Multiple star systems, invasions, etc, features that all appeared in the mod before vanilla. Grab nexerelin 100% for sure. Vayra sector is the new kid on the block, personally I can think of a dozen mods that are more basic, popular, polished than vayra sector. Although vayra has put out a LOT of fresh content very recently which is cool.

I had posted my modlist but it was way more excessive than what you asked for! but I'd recommend maybe the 3 libraries, nexerelin, your pick of MISC mods from the mod index thread, and then just pick like 3-6 of your favorite faction mods (just choose based on which looks coolest to you!)

Top tier faction mods IMO are things like ship and weapon pack, underworld, imperium, blackrock, shadowyards, diable, DME. Others prefer others I'm sure!~

38
It's actually not particularly unrealistic to travel at maximum speed backwards in space, there's no friction. Although it would make more sense if you had to perform a 180degree turn and then burn to full speed and then perform a 180 degree turn again in order to fly backwards at full speed. I assume the developer decided that would be unfun though, so he simplified it.

Unstable injector is usually not seen as something someone would want on a cruiser though. Dedicated targeting core (and the ITU upgrade) are more typical for cruisers. If you want a fast cruiser you can use safety overrides, but safety overrides is quite bad in terms of it's effect on overall supply usage for your fleet. SO is basically +100 speed and is basically the only way for a cruiser to fly fast like a frigate.

39
General Discussion / Re: Supply consumption is ridiculous and unfun:(
« on: September 08, 2019, 07:07:05 AM »
So running out of supplies isn't like... oh I needed 5 supplies today, I had 0, well, I'll have supplies later. Nah. You don't owe 5 supplies when you're 5 supplies down below 0. It's more like 50.

Running out of supplies is very bad, basically the worst thing ever. You need to predict that you will run out of supplies. That's why on the fleet screen you can see the number of supplies required to make all fleetwide repairs. If you cannot afford this, well, you'll want to turn repairs off for some ships. Now if a ship has very low CR and you turn off it's repairs, it will likely be destroyed. So what you do instead is mothball the ship. Mothballing's main drawback is the loss of transverse jump. (Also of course that all the supplies invested in that ship's CR are instantly lost). Still it's better to mothball half your fleet rather than end up losing the entire thing!

The first time you jump into a black hole or neutron star though? That's a really bad unfun surprise and I think the tutorial could do more to warn you about how bad it will be. It's a very save scum wary moment.


The entire point of supplies is to make it so you cannot simply field whatever fleet you want whenever you want. It forces you to be unable to deploy certain ships in certain situations. It also ends up making it so there are some very interesting decisions to make while exploring. Is this fight worthwhile, should I bother recovering this ship? Can I afford it? etc.

One example is the legion XIV you can find in deep space. It's a free capital ship. You can get it randomly at the very start of the game, but if you try to fly it you'll end up going totally broke and dying (or running out of supplies and having to throw away your fleet or most of your fleet). What you can do instead though is mothball it, fly home, leave it in storage at some random market/planet you like. None of these moments would be possible without supply. Ships like the hyperion are only possible because of supply. They'd be OP with no supply in the game. That's basically the gist. Supply allows another vector for balance that allows the game to feature "superships".


All of this said, if you don't want supply in the game? Just cheat!

https://fractalsoftworks.com/forum/index.php?topic=4106.0

Use console commands and cheat, don't play with supply, that's fine, it's a singleplayer game.

40
Unstable injector will improve a slow cruiser's speed from slow to slightly less slow and decrease their range from normal to short...

In other words they may have determined that if they tried to chase a frigate they'd literally NEVER be able to catch it because they're too slow, so they don't even try.

A targeting core/unit might fix the problem, or just using a mixed fleet with big and small ships to make sure you don't get endlessly kited.

41
General Discussion / Re: Tournament Musings
« on: September 05, 2019, 05:06:50 PM »
Great Summary vayraa, I hope you do another one maybe later on, maybe after it's over?

42
General Discussion / Re: 7th Starsector Fleet Building Tournament
« on: August 31, 2019, 04:46:24 AM »
Hi Thaago!

Are there any plans of publishing fleets variants files? I want to see builds :D

He answered this question on discord, yes, but not until the winner is crowned. That information is secret information. Players get to know who their opponents will be and adapt what their fleet is for that matchup. Knowing what the backup ships a player has not yet revealed are would give that away.

43
General Discussion / Re: 7th Starsector Fleet Building Tournament
« on: August 30, 2019, 01:07:59 AM »
edit:
also @thaago I'm pretty sure that ai pilots don't consider weapon groupings at all and that's only for the player flagship? So no need to waste time looking at it, unless you just want to read it as a summary list of all the weapons.... the actual group assignments shouldn't effect AI should they? Or am I entirely wrong?

It actually makes quite a difference. One that has come up a lot in the Onslaught thread is separating its TPCs in different groups just so the AI fires one at a time. It's also smart putting missiles on alternating so the AI doesn't fire everything immediately. And in general it's just a good idea in case you want to switch to a different ship in the middle of combat.

Is that true only for missions? or even in campaign, I swear people told me in discord that weapon groups didn't matter to the AI in campaign... and I swear that I've seen the ai fire linked missiles one at a time (deciding they should be alternating because I wasn't in the ship).... Maybe I'm wrong though, or maybe it changed. I had always thought it DID matter and I got in the habit of treating it that way, until 2018 or so when I discovered the discord.



sidenote: what's thaago's youtube channel? I want to go follow him on youtube, as of right now I only follow him on twitch.

44
General Discussion / Re: 7th Starsector Fleet Building Tournament
« on: August 29, 2019, 08:47:12 PM »
Why is everything in the opening post crossed out? is that in error? are all the rules changed and hidden elsewhere? or did you just cross everything out because signups are over? I'm still vary curious about the fleet building rules even as just a watcher....


edit:
also @thaago I'm pretty sure that ai pilots don't consider weapon groupings at all and that's only for the player flagship? So no need to waste time looking at it, unless you just want to read it as a summary list of all the weapons.... the actual group assignments shouldn't effect AI should they? Or am I entirely wrong?

45
Mods / Re: [0.9.1a] Oga Portrait Pack
« on: July 21, 2019, 06:29:20 PM »
In terms of copyright law.... others steal so I can steal... is a valid defense. (Literally so in case of trademark cases, more metaphorically so in case of copyright).
Although yeah, if he's using another modders work? I can see why those modders would be upset. I'm lazy though and so I haven't dug around in any files, I've just used the 0.9 version stock. I'd be all for removing whatever optional files included, if only because hardly anyone is going even bother looking at those files, other than modders (who will be upset about it.)

If the non-modders who won't mind.... never look. Then at the same time the modders with the the interest to look are unhappy. It's pretty much a win-win to remove those files.

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