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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Messages - Aereto

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That's interesting info to take on. The Paragon is expensive to field, but if you want a ship that can save many a bacon and still live to keep roasting, the Paragon controls the battle line.

Tempests and Drovers are powerful strike projectors in a mobile fleet, while Astrals are the strike projectors in a conventional area superiority fleet.

That being said, I took CR cost per deployment into account when it comes to my fleet configurations, because the way I fight is being the faction's command presence and vanguard, resulting in multiple battles in a single system without docking to a neutral station to restock, and salvage constantly. Especially in late game, where I can field ships to my liking. At that point, I divided my fleet into two teams that I can rotate between battles and maintain CR. I use Efficiency Overhaul exclusively for that campaign strategy of attrition, which pays off very effectively when I enter modded Starsector with Nexelrin, where war weariness make for a strong diplomatic influence in my hands.

Though my criteria are different, since my first filter is burn level (no cruisers until I go cruiser-burn, no capitals until I go capital-burn) and the second is quality of a ship: it has to be either expendable or exquisite. My ships should either die without much notice, or not die at all.

Good thing that certain ships have burn levels matching of smaller classes. Falcon is a cruiser but has a destroyer's mobility.

The ECM Package and Nav Relay hullmods exist so you can make a ship contribute without the skill, or contribute more than it normally would. Capturing objectives (Sensor Jammers for EW, Nav Buoys for CM) also increases your score without needing the skill, though I can't remember if it lets you stack above the cap.

It doesn't. Without the skill the cap is set to 10% for the fleet and can only be gotten via ECM/Nav Relay hullmods or the capture points on the field. With the skill, the cap stays at 10% but each ship in your fleet will contribute naturally based on size. After the first level, each level then contributes 5% to the max cap and Command & Control 3 adds 5% to the max cap of both.

Incidentally, due to the way they work, ECM skill is worth more at level 1 than Nav skill 1. But Nav skill 2/3 are still usable for extra levels whereas ECM 2/3 are difficult to maximize the bonus of and so are worth much less.
Just ECM 1 is enough to deal with fleets that use ECM to reduce the fleet weapon range, while not giving a hoot to the enemy's range being reduced.

Coordinated Maneuvers are more useful when leading a combined arms fleet of diverse roles. With a capital providing major top speed bonuses, frigates and even destroyers would start getting the upper hand in speed.

General Discussion / Re: Paragon with four Uhlans
« on: June 13, 2020, 01:31:54 PM »
I am still thinking of sticking a pair of Tachyon Lances up front and whatever is reasonable for turrets with Paragon.

In my vanilla fleet configurations, a Paragon gets priority as the center of any battle. Front shield conversion and stabilized shields to make them the point man of the combat fleet while the rest coordinate to take on the hostiles with flanks and bombers. My PD coverage depends on the factions I intend to face. Though I need to be careful with phase ships. Especially Harbingers since they can interrupt Paragon shields.

In mod situations, I go for the ORA Enlightenment as the premier tank master of the battle fleet. Their job is not dealing damage since that is for carriers and flankers.

My fleet preferences are a bit like the Greek city-states of hoplites maintaining the battle front with long range, US carriers delivering death upfront and away, and Roman maniples pushing from the sides. Capitals and crusiers for main battles, cruisers and smaller for pursuits.

General Discussion / Re: Walk the Line or Embrace the Chaos?
« on: June 13, 2020, 12:57:52 PM »
I have been around before procedural generated systems. I have fought pirates until the mission systems are in place where I got the idea of why not supporting pirates in secret.

After many runs, I streamlined my early game into one of efficiency. Less on leveling early, and more on finding good systems early. Fastest possible freighters and tankers, dodging Pirates and Pathers (and other renegade faction mods) while doing their jobs with exploration. Befriending Pirates mean that I don't have to deal with their raids.

If I cannot outfight, I focus on outrunning. Maneuvering in combat is good practice in tandem with target leading and firing on the move.

General Discussion / Re: Speculation of the new phase Capital Ship
« on: June 13, 2020, 12:46:58 PM »
I still would like to see a destroyer or cruiser-sized phase transport or freighter for a stealth raiding fleet or other black-ops.  Capitals drink too much fuel.  The current phase ships have abysmal capacity, worse than most normal warships.

Something that Tri-Tachyon would have, considering that their phase ships have the odd decently-sized fuel capacity and somewhat reasonable storage capacity for only supplies.

General Discussion / Re: Yet another fighter balance post
« on: May 30, 2020, 11:14:02 AM »
Balance fighters and carriers separately.

Look at which carriers are great for the price (Drover, Mora), look at which ones could use a little more love (Condor, Gemini?) or a few more OP (Heron).

Then nerf fighters. Various ways to do this. I still think a speed and respawn speed nerf would be in order for all fighters, as well as an adjustment pass for some OP costs.
Speed nerf would defeat the purpose of interceptors and pursuit projection, especially interceptor wings with greater maximum distance from the carrier.

General Discussion / Re: ECCM Package and "dumb-fire" missles
« on: May 30, 2020, 11:10:03 AM »
So long as Locusts have ammo, fighters are damn near useless!

God help you when they run out though.

Once missiles are out, it's time to bow out.

Unless a ship has a missile autoforge.

Hurricanes are one thing, but Locusts are just there to spite the opponent with death by frags while flux is high. Locusts can fulfill more roles than Hurricanes by supersaturating anyone's point defenses, where the bombers can deliver payloads with far greater ease. I have used the Locust as a better pressure alternative.

Mods / Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« on: May 27, 2020, 03:01:17 PM »
The Wanzer gantry only working on pure wanzer complement is a technical limitation: I cannot reduce the rebuild time on a wing per wing basis, and I don't think it woul be a smart move to allow say, Talons to respawn in 5s flat.

As to why it exist, basically it is a tax on 3rd party carriers, as well as a clamp on super carrier spam. If you believe it was unnecessary to have it, you can fiddle with the files and try this: halve the rebuild time in wing_data. csv and bring in a pair of astrals or legions full of wanzers without the hullmod.

As for the Zephyr, it's posible they have been a tad overnerfed and I'll keep an eye out since there is a tournament coming.
*whistles while deploying Imperium Matriarch with Wanzer Gantry bay full of Valiants*
To be fair, that long replacement times feel balanced considering how tanky their wanzer wings are until they eat HE rounds or HE area weapons. Of course, after a fair amount of trying out every non-bomber wing, I used only Valiant wanzers as dedicated fighter carriers due to their survivability in comparison to the rest of the vanilla fighters and most faction heavy fighters/gunboats I have used. Other carriers get Sylphon Catharsis or ARS Dukes if either bay count does not justify wanzers or built-in wings do not allow wanzer-only carriers, like the ORA Discernment, as wisdom wings are no joke when their job buzzes around like flies while the hornets are coming for repeated shanks.

If we are talking OP, it'll still be the Astral for shortest spike damage intervals, considering how the Recall Device saves the bombers from their run after the payloads drop.

General Discussion / Re: T3 Orbital stations
« on: May 27, 2020, 02:49:14 PM »
Strangely enough, I find that the original Remnant (Fully Operational) Nexus to be significantly easier to fight than a Star Fortress of any flavor. As the first iteration of stations, it suffers from "Guinea Pig" status and the lessons learned helped create the Low/Midline/High-Tech stations. I think what sets it apart are the smaller modules that you can pick off piecemeal vs. the much larger modules on the later-developed stations.

Now, a proper Nexus is still a tough fight but it doesn't have all the bells and whistles the newer ones do but then again, if you face a Nexus with an Ordo hanging around, that's about as tough as a fight you can get in Vanilla.

"An Ordo around a Nexus? Why not 2 Ordos with 3 Radiants each near a Nexus?" - Leeroy "Vanilla" Jenkins

Granted I am crazy enough to pull that off and won with little to no casualties, but even fighting 3 large Hegemony fleets at once wasn't enough.

Absolutely agree. Nexus is extremely vulnerable to some kind of specific tactics, making it an easy pray. Star fortresses are much more dangerous, even if no support fleet. Nexuses almost always does not have a support fleet (if player not an idiot).

General Discussion / Re: Found a Cryosleeper
« on: May 27, 2020, 02:43:55 PM »
All cryosleeper does (after the Guardian is defeated) is unlock Cyrosleeper Revival structure/industry for that system, which gives a massive population boost.  If you are fortunate enough to have it in a system with good planets, take it!  You want fast growth.

I never found a cryosleeper in a system worth colonizing.

Three planets and three admins.  Sounds like you put points in colony skills.  Eventually, you will want alpha cores to run your colonies once you can afford the occasional million credit bribes to buy off the Hegemony.

Or just quietly sabotage the Hegemony and let their military colonies rot away into ruins, effectively defanging the faction into a threatless state. Though same can be said for factions who does not appreciate capitalism. (Looking at you, Sindrian Diktat)

After that, I just designate the system with a cryosleeper as a pure AI-managed system, where a colonist is up to their hips in AI. Manufacture ALL the ships!

General Discussion / Re: GG Alex
« on: May 27, 2020, 02:39:41 PM »
Combine that with compatibility to modding, and opens up to a lot of potential limited to the programming language (Java does have its cons factoring into Starsector, especially memory allocation when mods come into play).

While I am not expecting this, but I am reporting a bug that may have been overlooked. There is a "n must be positive" exception in regards to the Privateer Bases (PirateHaven class) selecting colonies to raid. Something is causing the integer randomizer to go borken, likely the class is giving an input.

This happened when I am not hostile to any faction, resulting in "presumably" 0 targets.

It happens consistently at the end of the month, when production reports are in and a base are planning the next raid. There are 2 bases in my save file, which one is in-transit to a system that is no longer hostile (alliance agreed to a ceasefire), while the other is planning for the next available target.

I'll post the log excerpt, and the save file is set aside though, as a warning, several mods are at play.

Log Excerpt
166029 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: n must be positive
java.lang.IllegalArgumentException: n must be positive
   at java.util.Random.nextInt(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.getRaidTarg et(
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.reportEcono myTick(
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)

Game files contains this:

But I haven't found any in entire sector. Is it not implemented/removed or a bug?

Actually, I found the Supplies VPC from the tech cache. I suppose it is a matter of luck?

General Discussion / Re: Starsector on raspberry pi?
« on: May 26, 2020, 01:42:29 AM »
This is somewhat baffling to me as I've got 16gb of Ram and ss is one of the only games I worry about performance on. 

Granted i'm not great at this sort of thing but it seems that, especially modded, SS LOVES to eat ram, so running it on a pi strikes me as a pretty large ask.  Sure it's graphically simple in comparison to a AAA game, but there's a lot going on at any given moment.
It eats a lot of RAM (namely 1.5GB as default) as it preloads assets and libraries, which is how the game runs seamlessly, leaving the CPU and GPU to work its magic.

Imagine using an APU, where the integrated graphics is given upgrades using similarities with the GPU cores. That being said, AMD's drivers has disadvantages with how it handles its open libraries, and has been a common frame rate drop comment in this forum.

As for the Raspberry Pi, 4th gen is a step up, but again, the RAM is the issue unless someone developed a flash-based RAM attachment (inefficient, but a potential computer science prospect).

General Discussion / Re: Am I ready to establish my first colony?
« on: May 25, 2020, 08:03:48 AM »
Consider that any mod which adds items to the "rare_tech" drop tables is adding extra chances to the pool but is not adjusting the core items, and so is effectively diluting the chances of picking any given thing. This makes any given item rarer than it would be in vanilla.

I've played dozens of games to 100% exploration (this is basically default gameplay for me), both with mods and without. These numbers are consistent with the modded games I have played.
As someone who tried mods the first time, I am well aware how rare pristine nanoforges get, and getting rarer when blueprints are at stake. On the other hand, I did take advantage of a certain faction and make one of the colonies the primary ship manufacturing site, using both Orbital Works and Modular Fabricators to improve ship quality while making do with the corrupt nanoforge in the Orbital Works (Modular Fabricators halve nanoforge effectiveness when installed in exchange for higher quality bonuses). Once I have the Pristine Nanoforges, I can just drop the quality doctrine and focus on either massive fleet sizes or highly skilled officers that don't pop like Hegemony chumps.

I explore with a Luddic Path (or SO'd) Cerberus and a fast but efficient tanker. Outfly everything like Han Solo.

General Discussion / Re: Pirates, Pirates, Pirates
« on: May 25, 2020, 07:54:42 AM »
Yep, like I said. But OP must have done something wrong to have a strong pirate force attacking one of his bases. Likely he left a pirate base alive for a long time until it upgraded. Player-facing raids are usually very weak.
Only happens when a pirate base becomes a Star Fortress, fielding strong raider fleets with good quality.

And I tend to let that happen since I just happen to make good with pirates and just watch the raids leave a mess I can salvage.

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