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News: In-dev patch notes for Starsector 0.9a (10/20/18); New blog post: Portrait Hegemonization (10/16/18);  Starsector 0.8.1a is out!
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1  Starsector / Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes on: October 20, 2018, 02:06:42 PM
That's the birthday present I wanted.
2  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9 on: September 23, 2018, 05:20:40 PM
It's vanishingly unlikely I'll ever make a DME battleship. It's really not that kind of faction.

Battleships for other faction mods, though, later, well. I have some ideas.

(Noted on the capital logistics ship. There are a lot of mod megafreighters already, so I'd have to think of a good angle.)
3  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9 on: September 15, 2018, 12:55:04 PM
It's there for flavor. Not every ship needs to be equal; if you read the descriptions, you'll see that in universe, it's an older model, and represents an alternate path from the regular Baikal. Whether you like it or not basically comes down to how much fun you find ramming and having parts shot off your ship.

It was also sort of a test ship, and as such it's a little weird. If I ever revamp it, I'll make some changes and close up the armor in front.
4  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9 on: September 14, 2018, 07:51:16 PM
Giant, enormous, feature- and content-rich update can be found >HERE<. Will absolutely slaughter your saves; time to start a new one anyway, right?

0.9.9 - Major content and campaign update, significant balance changes. Will break your saves, and you'll like it.

- Added Jongleur Barrage.
- Added Obusier Shock Artillery.
- Added Sauterelle Rail Drone.
- Added Tonnerre Missile Cruiser.
- Added Grad TBM-10 Missile System (built-in on Tonnerre).
- Added Burya Missile Frigate.
- Added quad trails to rail accelerator family, several other weapons. Thanks to Nicke535 for his quad-trail utility script.
- New sounds for Focusing Lenses shipsystem.
- New and updated UI icons for ship systems.
- Updated Itano AMM missile and pod graphics.
- Updated all Perforator launcher graphics.
- Updated all Shockbeam visuals.
- Updated Kobra Mk.3 sprite.
(Blade Breakers):
- Added Electron Bolt Projector.
- Added Curse stealth carrier and Snake Eye gunship.
- Added Deserter Star Sylph skin.
- Added built-in hullmod: Blade Breaker Engineering.
- Added “City of the Disturbed” by Eric Matyas ( as temporary Blade Breaker interaction music.

- Hyperfocus shipsystem renamed to Focusing Lenses, now toggles; doubles the range of all beam weapons in addition to increasing energy weapon damage and slows acceleration and turning. Charge-up and -down times increased.
- Split off a carrier version of Monobloc Construction; removes range penalty, adds 200 su flat bonus to ballistic and energy weapons, blocks ITU and DTC. Replaces the standard Monobloc Construction hullmod on d'Erlon, Normandie, and Jeanne d'Arc.
- Increased Monobloc Construction's capital ship range threshold to 1000.
- Reduced fire rate and total DPS of all rail accelerator weapons, slightly increased shot damage.
- Decreased Katyusha Perforator burst size to 12 from 18.
- Removed PD from Borzoi, replaced with a short-range burst rail accelerator. Small hybrid turrets changed to energy hardpoints.
- Swapped hardpoint and turret types in redesign of Kobra Mk. 3. Kobra Mk 1 remains the same.
- Raker changed to Flechette CIWS, range cut to 400. Flechette-gun family changed to continuous fire, DPS reduced slightly.
- Shockbeam crit frequency increased, bonus damage type changed to Fragmentation.
- Damselfly renamed to Demoiselle.
- Adjusted and added a few variants.
- Fixed some variant qualities and weapon rarity issues.

- Blade Breaker integration! Blade Breakers now spawn in procgen space.
- New salvageable stations for Blade Breaker systems.
- New commodities; three grades of Sigma Matter - turn them in like AI cores for the bounty; and Secure Data Storage, all about the cold hard cash.
- Added derelict ships to handcrafted DME and Sigma systems.
- Added solo frigate and light carrier options to Deserter start.
5  Starsector / Blog Posts / Re: Raids, Bombardments, and Planetary Defenses on: August 16, 2018, 11:41:57 AM
Hurrah, new post. Glad to see you're feature-complete for this release, now we just have to nailbite until you actually put it out.

This is cool. How do NPC raids work? Will we be able to set raid type/effectiveness in faction files?

I could definitely see, say, the Sindrian Diktat and Pathers favoring saturation bombardments, while pirates and Tri-tach prefer targeted resource raids, while the Persean League and Hegemony launch tactical bombardments.
6  Starsector / General Discussion / Re: Terrible Game on: August 02, 2018, 07:34:54 PM
If you want responses, troll titles are a good way to get them. Nothing generates emotional investment faster, especially on the internet, where the default is a blind rage so constipated that you can imagine poopy tears welling up in a poster's eyes.

I don't think the game has ever had forgiving starts, but it's had unforgiving starts with less stuff to track, and right now that's a major barrier; you get your hindquarters kicked a lot, and you have to split your attention a lot while you do it. Either would be acceptable; both isn't, really. But that's beta!
7  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8f on: July 25, 2018, 07:22:11 PM
Yup. Had to do it.

In other news, I've been (among other alterations and tweaks) integrating Nicke535's quad-strip trail code and made a new 6OP drone to celebrate:
Say hello to the Sauterelle Rail Drone.
8  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8f on: June 21, 2018, 06:54:35 AM
I'd appreciate it if you could take that over to your own thread, then, unless you've definitely discovered a general incompatibility issue on my end that affects mods actually following best practices.

As I said in the FAQ, I don't test with your mods but I do follow best-practices for Starsector modding, so if there's an issue it'll be on your end, not mine. Keep it in your own lane.
9  Starsector / Blog Posts / Re: Pirate Bases, Raids, and Objectives on: June 12, 2018, 01:59:43 PM
This looks fantastic, and will likely save me some scripting down the line.
10  Starsector / Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes on: June 02, 2018, 03:06:37 PM
So tasty.

Will we be able to add in custom, upgradable industries? (Maybe a silly question; I'm sure we can.) I have a few things in mind for that...
11  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8f on: June 02, 2018, 02:38:59 PM
Hmm. I've fixed that in dev, seems like an error on my part; if any combat ship is meant to have high cargo cap, it's the Tereshkova.

I think it's still a good light carrier, though, and extremely effective en masse.
12  Starsector / General Discussion / Re: An Opinion about Carriers on: May 31, 2018, 09:59:04 PM
Agreed, LRPD really has to be a fleet-level and not a single-ship build choice. The stacking, especially on midtech ships with generous small energies (Eagle/Heron/Hammerhead/Centurion FCTs are LRPD beasts), turns them from ho-hum to fighter honeytraps.

Flak in combination with LRPD is where it really shines. Also flak will often take out a missile-armed fighter's missiles along with the fighter, which is extra nice.

From time to time it can be worthwhile to field Ion Pulser/SO Wolves as fighter mops against high-tech. The Ion Pulser is useful against other targets too, and even shielded fighters will suck a fat one against it most times.
13  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8f on: May 27, 2018, 03:18:22 PM
Get your update on >HERE<. Should not, but might, break saves.

0.9.8f - Balance, minor content.

- Made Hedgehog Pod purchasable, because why not. Enjoy taking a big, explosive dump on things.
- Added Frappeur Torpedo Launcher, a 20OP large missile.
- Added new Frappeur launch sound, fiddled with visuals.

- Reduced Rafale II OP cost to 20.
- Borzoi PPT reduced to 180.
- Monobloc Construction range threshold is now graduated 600/700/800/900 by hull class. Less brutal for capitals and cruisers. Rewrote description.
- Zelenograd speed increased to 70 from 65.
- Jeanne d'Arc and Baikal speed increased to 45 from 40.
- Tunguska speed increased to 85 from 80.
- Removed Civilian-grade hullmod on Carabao, Sevastopol Mk.1 and Puddle Jumper Mk.1.
- Changed Goalkeeper AI type to SUPPORT.

- Added generous namegen list to spice up vanilla, because I can.
- Added tips, so you can not read my advice inside the game as well as on the forum and in changelogs.
14  Starsector / General Discussion / Re: An Opinion about Carriers on: May 27, 2018, 11:23:56 AM
LRPD nets backed up by flak and a few ion cannons (everything is an anti-fighter weapon if the fighter can't maneuver) do a pretty good job of handling all but the nastiest shielded fighters in my experience. If you expect to fight a whole lot of shielded fighters, it's sometimes worth springing for a couple SO Enforcers with HMGs and chainguns.

Ultimately, the best anti-fighter defense is going to be fighters of your own, though. Fighters like Claws can serve as excellent screens for your fleet, disabling large numbers of enemy fighters to be cleaned up by heavier weapons.
15  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8e on: May 26, 2018, 04:33:27 PM making the largest bonus to overload reduction, it's only really useful for pilots with bad flux management (dumb AI).
I think you're underselling the utility of a bonus that AI ships benefit from. All the ships you're not currently piloting, after all, benefit from that. You also need to think of it in terms of player experience vs. DME ships; you can't count on extended periods of vulnerability after an overload.

But by adding a flux venting speed bonus, you can also make the hullmod equally useful for pilots with good flux management (enhanced AI and player ships).
If you look at the ships that are designed specifically as player flagships, you'll see they have a different hullmod that, indeed, boosts venting speed. I do actually play this game, and playtest my work, and I pay attention to feel. I also noticed that fast venting is fun.

Also, concerning the UC ships, I'd would recommend making them available on the pirate/black markets (even if only very rarely), so you can obtain player feedback on balancing and combat. That, and I really want to try them! But I suppose I can just use the in-game console to spawn some, too, though that's not as fun.
Players can already test them out in missions, which is functionally ideal for balance testing anyway (no skills to interfere). And yeah, just console them in and enjoy. That said, they're not designed or intended for player use; it's great if you enjoy them, but the intended campaign role is as AI support. If their designs change later, it'll be to make them better AI ships, not better player ships.

I like feedback, but if something doesn't make sense, ask a question instead of assuming you already understand it and that it should change until you've heard the rationale.
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