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Mods / Re: [0.9a] Fringe Defence Syndicate v0.10.0 (2019/03/05) - The Killer Wedges
« on: October 11, 2019, 05:25:59 AM »ty ^,^ the "murder wedges" have been a lot of fun so far
Thank you I'm glad to see you are enjoying it that much!
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
ty ^,^ the "murder wedges" have been a lot of fun so far
im having an issue with the mod. when i turn it on i get a pop up telling me prism freeport wasnt able to load properly. i tested it to see if scy nation was conflicting with it but still had an error with scy off. the error causes a crash regardless of setting it to random gen sector or not.
not really sure what to look for in the log file but maybe this image of the pop up will help.
Starsector/mods/FDS/data/config/prism/prism_ships_blacklist.csv
I suppose it's fair that you'd want to move away from Star Wars, but once FDS is fully moved away from it, would you be opposed to the idea of someone taking all the old sprites from the earlier versions of the mod and making a new SW mod with those?
This is an absolutely kickass mod. I'm a massive star wars fan and this is easily my favorite mod so far.
That said, though, I have a suggestion: add a structure or something that produces B1 and B2 battle droids that act like marines. B1s would be around half the cost of a marine (maybe less?) but would be half as effective, but the main draw would be that they don't take paychecks like marines do. B2s would be twice as effective as a marine, but would be twice the cost of one. Again, no paychecks.
Good ***, dude
None of the FDS ships I've played with can handle their weapon flux, even with full vents. I'm not sure if this mods weapons are very flux inefficient or the shops are terrible at venting. Great mod apart from that though, I'm really loving it!
i hope this crash with Nexerelin is on the list of fixes,
workaround courtesy of Histidine : https://fractalsoftworks.com/forum/index.php?topic=9175.msg262827#msg262827
Well, abruptly changing a thing from "silently fails and ruins everything" to "will set you on fire and eat you alive" could have been better timed...
(although it needed to be done eventually, given that the issue was stealth-breaking something that affects other mods)
Fix for Prism NoClassDefFoundError bug
It's caused by the Fringe Defence Syndicate mod.
To fix it replace FDS/data/config/prism/prism_ships_blacklist.csv with this. Or open it yourself and change the first row from hull id to just id
Other mods may also have the same issue, but I haven't detected any that do, and I have most of them.
@ MesoTroniK: It is not all theory-crafting. I try some of this stuff in battles. For beams, not exactly a medium double tactical laser, but I tried the six tactical lasers with Eagle. (Basically the three medium beams without supplimental PD.) Not terribly impressed. Decent anti-armor, but not powerful enough to steamroll fights, and the flux load was not insignificant. I would not expect a new 200 damage/flux, and even 150 is pushing it, due to better anti-armor than 2x75 (and tougher flux load), assuming continuous beam. Meanwhile, something like phase lance has too much flux load (and very likely too effective if it had 1000 range out-of-the-box). Does not help that some other things you consider overpowered, I consider perfectly fine or at least not unbalanced enough to be a problem. Simply put, we will disagree on some of this stuff.
Quote from: Grievous69Also your big part of the post assumed that every single ship would have those beams and that they would crush anything. That's simply not true. Beam spam works if you have overwhelming numbers, but in campaign it's the opposite. It's easy to counter beam spam, unless the opposing fleet is full of weak frigates and fighters.Agreed.
- How do you counter a beam spam of long range Energy damage beams? Mind you I'm talking about the hypothetical medium sized beam.
As for Johnny's points...
In that case, that will go mostly to the short-ranged hard-flux, high damage, or EMP weapons for the high-tech ships. Some are fine due to mounts that can use kinetics or special systems that can bypass shields, but others need Sabot spam, except Wolf who is screwed.
On midline ships, if my ship is short on OP, missiles are the first thing to go, closely followed by energy mounts not needed for PD. On Conquest, the medium energy mount is either empty or has more burst PD. On Sunder, if I use tachyon lance or plasma cannon, the energy mounts are empty because none of the weapons are good enough, and I need the OP to support the heavy weapon plus possible railguns.
Beams are perfectly accurate, but those continuous beams smaller than heavy are slow frigate killers. Painfully slow if the frigate is shielded, and none of the beams are Graviton (but then Graviton will not crack armor fast enough). An Eagle with six tac lasers against a group of frigates? Eagle may kill one frigate, then needs to shake off the other four before they swarm and kill it. Easier said than done. I even tried them against fighters. They do not kill as fast as shorter-ranged pulse lasers or phase lance.
Ship turning speed can interfere with beam use. If the weapon turns slowly enough, it cannot offset the ship's speed. Tactical laser is fast, but not so fast as to always keep up with a fast turning ship. I would expect a medium beam having Medium speed, unless it is a PD beam. For a tactical laser to do its work, the ship should be as steady as possible (i.e., no sudden turns).
That is the point. Instead of needing six or more tactical lasers just to burn a hole through armor and do more than tickle hull of one ship, you only need about three. Six tactical lasers may be enough for anti-shield against frigates, but if I was interested in that, I would either get Graviton Beams instead or shoot them with hard-flux ballistics (or spam Sabots in case of high-tech ships).
Low enough to impractical.
Energy damage is not all that it is cracked up to be. Not as long as the most difficult and rewarding fights are against Ordos with Radiants in them. (Nearly anything else is weaker than full Ordos.) It can be useful as anti-armor in a pinch, but unless it is overwhelming like plasma cannon, ships are better off with mostly kinetics plus enough anti-armor of some kind. For some high-tech ships like Shrike and Aurora, that probably means Sabots and Expanded Missile Racks. Wolf is out of luck.
The reason why I do not use beams on high-tech ships for non-PD purposes is they have low DPS and deal only soft flux, and most ships cannot fire enough to overcome dissipation. The ships I am mostly likely to use beams as assault weapons are midline, and usually to compliment ballistics.
@Johnny Cocas
Those are some pretty good arguments and you're right, that would be kinda crazy vs frigates. But you completely ignored that beam weapons have stats such as turn rate and flux cost. Just becuase people say "bigger tac laser basically" it doesn't mean it should be fast and low flux cost. Also your big part of the post assumed that every single ship would have those beams and that they would crush anything. That's simply not true. Beam spam works if you have overwhelming numbers, but in campaign it's the opposite. It's easy to counter beam spam, unless the opposing fleet is full of weak frigates and fighters.
I was recently poking through all of my downloaded mods while trying to track down a sector generation issue and noticed that several of the mods (including this one) have a condition_gen_data.csv file that still uses the old 0.9a format. In the Starsector 0.9.1a release, the condition_gen_data.csv file was updated with several renamed column headers and a new cat_hab5 column. Obviously, I didn't expect that file to be up-to-date since your mod hasn't been officially updated for version 0.9.1a yet, but I just wanted to give you a heads up for if/when you do release an updated version.
Hello, love the mod, its in all my playthrus now. Where does one find the terror?
In response to the Singularity Gen being too common, IIRC There was the Interdictor class ISD so you could have an interdiction ability for in battle which sends out a pulse or was a "blob" which cant be stopped\blocked that where it "detonates" it creates a large slow effect. There is also Tractor Beam as a Ability that would Freeze a ship in place based on ship size.
These are just some ideas after reading the comments.
I confess my love for this mod before, but after not playing for quite while i return! And man, i still love this mod with all my heart! Why? Because Johnny is pretty fly for a wedge guy! Serious i being playing with 2 ships recently, first my new favorite ship in the game, The Retaliation Class! Oh Boy, the first time ambush a fast moving frigate in a freaking cruiser was magical, i feel like, i feel like....yeahh....Heh, glad you like it
...snipped image...
There is no bigger praize a Star Was fan can give. The second ship, is my new Flag, Bigger, Meaner, Slower... The Hatred BB, Again, the feeling of using the Singularity Gen is just, shock and awe.
1) This mod still need a big, full on dedicated CV. The Shame is, just not up for the task by itself, it needs only one big CV, cruiser or capital, but not both.Humm, yes.... That is on my to-do bucket, right next to designing new ship sprites (and by consequence, new ships). I'm planning on having new ships and fit each ship into a certain role, instead of having ships just for the sake of having them.
2) The Sing Gen is too common, all the Cruisers have it, it makes less special, and man, this should be special! For me, CA level and up with this ability should not even be "buildable" (Blueprintable) on your Colony, only captured.Half the cruisers have it, but you are right, too many of them have the system. So far this has been me poking with a stick at the hornet's nest to see what will feel like the right amount of ships with it, imo I'd like to see one ship of each type have the generator, especially with the changes I am making to the system's AI.
3) Other than Hydra Guided, PD Blasters and Light Autoblasters, all the FDS are locked behind some shadow, i just cant get them anyware, and i loooked. So far i got 1 Heavy Autpblaster in a Bounty, and a few Daggers and Lances from Exploration, but not even one FDS weapon on the black market around the sector, and i looked. There is anyway to make them a little bit more prevalent? To show up in markets? Pretty Please?That is strange... I'll take a look into it. It may be related to most weapons being tied to several relation levels towards the FDS faction, only two or three weapons are allowed to be in the "free market", but its worth a tweak nevertheless.
4) This is just another praise, i love the simple, 3 OP, PD Blasters, i just love the pew pew. Well done. My Energy version of the vulcan, i have in every ship that doesn't use higher level PDs XDI like it too! It's not powerful, nor that effective, hence the 3 OP cost, but somehow it always feels good to have them.... More pew pew I guess heheh.
5( I'm would love to see splinter factions from FDS with different doutrines on the same base Hulls, more guns? Less amor? More Armor? Less guns? More LPCs? Phase Cruisers? Less guns, bigger guns? Just want more Wedges in my life. xDThat is a possibility, yes. The FDS is (will be?) a paramilitary/scientist heavy faction, lore wise, so eventually a more military-focused subfaction may appear, but that's something to think of AFTER I build the new ship roster, which will be in a decade or two at this rate :/