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Messages - StarSchulz

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31
General Discussion / Re: Playing pig to catch a tiger
« on: July 29, 2017, 10:14:04 PM »
Depending on what freighters you have chosen, it can be a great choice when outnumbered. if you can bring it to em fast before the ships they deploy to the sides can come to their aid, it's great. Just gotta be careful not to let your weaker freighters still attempt to retreat, or go without escort as they might get caught by those ships deployed to the sides.

32
General Discussion / Re: How do I get AI ships to actually engage?
« on: July 29, 2017, 09:50:58 PM »
If you want them to engage, seeking out officers with the Aggressive or Reckless personality will help a ton. making sure they have the maneuverability and range to compete is also very important. Fighter support will distract the enemy and your ships may be able to move in without being shot at, making them less likely to retreat due to being shot at.

Increasing the Flux capacity of the ship you want to engage will also help, as it seems to back off when it takes a significant portion of its capacity as damage to the shields. having more means it would need a larger hit / more overall damage to make it think that it is in danger.

Making your ships Flux-Neutral ( As in their weapons don't use more flux than the ship can vent ) helps dramatically when the ship is already in range and shooting. instead of it filling up on hard flux ( hits to the shields ) and filling up on soft flux ( shooting its inefficient weapons ) it will continue to fire and wont loose most of its firepower and sit at high  flux, then back off because it is high on flux. Safety overrides builds with aggressive or reckless officers benefit from this and increased capacity a lot.

Carriers have a behavior that causes them to escort each-other at the moment, causing fleets of mostly carriers to simply escort the carrier next to it and making the fleet VERY passive, even if they all have reckless AI. The fighters will engage very well with reckless AI carriers, and works fine.

The ship you yourself pilot is also very important on the battlefield. if you create an opening with kinetic weaponry, such as an overload or a high flux target, your allies will see it as an opportunity and may jump on it, or fire missiles like harpoons.



- Weapons like the mortar, or heavy mortar are both cheap on ordinance points and very flux efficient, meaning they leave room for better flux stats while using less flux. Their damage might not be as great as a mauler or light assault gun, but their efficiency and how common they are makes them a great choice.

It still will depend on what you are fighting, the size of the battle and what ships you are using.

I find that this lasher, while not flux neutral- will attempt to engage just about any target when given reckless/aggressive AI. the capacity lets it take enough hits to get into range and unleash the accelerated ammo feeder and the speed helps it close the distance fast before it takes too much damage. The main firepower of the kinetics are put into turrets on the lasher, as when under fire the AI may attempt to outmaneuver missiles/take hits on undamaged armor, so it will continue firing them regardless of where the lasher is facing.

Spoiler
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- I hope that helps, I've ran out of things i can remember at the moment.


33
General Discussion / Re: Sooo... Capital ships?
« on: July 24, 2017, 09:33:22 PM »
Most of the capitals are just a bit slow, but they generally bring other things to the table. if you want something fast, try the Conquest or the Odyssey.


In terms of normal capitals, their CR and PPT will outlast just about any fleet that doesn't bring its own capitals. They also generally have a range advantage, and ships like the onslaught or paragon are very well defended and make a good point for your fleet to form around.

34
OK - I've got something.

https://www.youtube.com/watch?v=Bx9gx0C7rDo&feature=youtu.be

Somehow, these Moras freeze, just like that. It only happens when using the time acceleration / deceleration feature in the tournament mission - which uses the same code as phase ships. Otherwise they slowly drift toward eachother and move close enough to be in weapon range and fight normally.

The only time it EVER replicated in the campaign, i was piloting a phase ship. So - i think it *MAY* have something to do with that.

The Moras there are very strange, because if you remove the expanded missile racks and add in capacitors/vents, they act perfectly normally. no weapon range changes, and they fight. Neither ship responds to orders, and wont respond to the full retreat order.


another thought, the only ships i have seen affected had safety overrides.

35
Suggestions / Re: ECM issues and suggested solutions
« on: July 18, 2017, 04:24:18 PM »
Fighting against fleets that had ECM while i didn't, i did notice my ships being more passive and having a tougher time engaging. that's probably intended, but it made a huge difference in tests during the tournament. Maybe, having a player on the battlefield engaging would open up more opportunities and it wouldn't be as bad.

36
Blog Posts / Re: Drawing [REDACTED] Battlestations, part 2
« on: July 16, 2017, 03:15:25 PM »
If you are looking for large ships in mods... you should take a look at the "sporeship" in the ship/weapon pack. its much larger than the remnant battlestation! last ship in the independent bounty board i think.

37
I try to avoid taking a commission early unless i know that is the route i want, but it is a bit of extra money. taking on fleets slightly larger than yours but still all frigates will mean you save on deployment costs, if you can beat em. taking on two 3 frigate fleets costs more than taking on a single 6 frigate fleet, if you don't run low on CR. takes a bit of practice, and a bit of luck.

Spending your starting money on another kite/shepherd will make taking on those fleets easier, too.

38
I like going super nuts with a wolf and a kite, killing as many pirate fleets as i can early on. with the burst of starting money and exp from Jangala bounties, i move onto some exploration, and then decide what i want to do.

39
Suggestions / Re: Hidden Pirate Bases
« on: July 06, 2017, 11:56:59 PM »
We have certain.. *things* that are not visible on the starmap now. How would a few hidden pirate bases that you cant locate on the starmap work out?

40
Super tiny thing that would be helpful when refitting ships for a mission. you can deploy anything in the simulator, but you cant deploy any other mission ship.

Example: when refitting the ISS black star in the mission "For the Greater Ludd" i cannot deploy a condor as my ally in the simulator.

41
I should say that i have had the issue happen, with the updated X-stream. if i had it happen again, is there any particular log or thing you would need to see?

42
So, something i cant seem to reliably reproduce causes ships to just freeze in some state that causes them to back off, infinitely. usually in a straight line. they wont respond to getting shot at, they wont respond to any enemy presence - The only thing i have been able to do to fix them is to disable their engines. when the engines come back online they seem capable of maneuvering again. The mora in this video should be under the "Reckless" officer personality

https://www.youtube.com/watch?v=1qL-kqox7zo&feature=youtu.be

( the video is 7 minutes long showing that at no point did it fix itself )


I was reluctant to post this as i had only seen it once before in the AI vs AI tournament setting, but i have seen it twice now on the mora you see there, and even once during a fight in the campaign-  here https://www.youtube.com/watch?v=SrC9xNJYt4A&feature=youtu.be

I'm not sure what to say, really. heres my mods list, anyway:
Spoiler
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ST_CustomPortraits is a mod that adds a single portrait i have disabled, and "Visible Bombs" is a mod that only contains an image replacement for the piranha's bomb.


43
Blog Posts / Re: Drawing [REDACTED] Battlestations, part 1
« on: June 24, 2017, 02:04:06 PM »
Wow, i really hadn't looked at the [REDACTED] Battlestation that way. that's actually pretty cool.

44
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« on: June 21, 2017, 08:05:06 PM »
Spoiler
133184 [Thread-4] INFO  org.histidine.chatter.ChatterDataManager  - Assigning character freespace_human1 to officer Daw Pillai
133185 [Thread-4] INFO  org.histidine.chatter.ChatterDataManager  - Assigning character freespace_human2 to officer Kora Gurbal
134542 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalStateException: Zero length vector
java.lang.IllegalStateException: Zero length vector
   at org.lwjgl.util.vector.Vector.normalise(Vector.java:91)
   at data.shipsystems.scripts.MS_mimirSlideDrive.apply(MS_mimirSlideDrive.java:127)
   at com.fs.starfarer.combat.systems.OOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Tried to join a shadowyards fleet in battle, and got this. game crashed as soon as i hit continue, after join battle. now, for some odd reason when i loaded save and did the *exact* same thing, i didnt get an error, and the game let me in the fight without crashing. i tried another 10 times but couldn't get it to happen again. thought i'd leave it here in case you have any idea what it means.

45
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« on: June 20, 2017, 09:48:02 PM »
The heavy fighters are the skinwalkers, right? they seem more anti-ship than anti-fighter, like the warthog. i think if you want to do anti-fighter stuff you might want to look at the trans-atmospheric or the 0 cost interceptor wing.




Otherwise, i'm finally getting around to learning how the Shadowyards ships and weapons work. loving them and their new engines!

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