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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Shad

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16
Suggestions / Re: Reload missiles like bomber wings
« on: May 27, 2020, 09:51:43 AM »
There have been a few of these threads. I completely agree, all missiles should regen as a standard, with very rare exceptions.

The current situation where the most basic fighter in the game (Talon) can regenerate its swarmers, but a battleship for some reason can't is just strange. This is what leads to the the the popularity of all Reaper Afflictor - other designs are just not worth it.

To add to that the AI is prone to wasting missiles and once you weather the initial barrage, all that OP becomes dead weight.

17
Mods / Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
« on: May 22, 2020, 05:51:36 AM »
Can we save transfer without transfering the old existing sector, like only officers, characters and stuff?
Yes. In the mod folder, search for LoadSave.java and in the file it details the command extensions like "-no-exerelin-markets".

18
Someone on discord noticed a hilarious exploit with Shine Ray's frigates (due to having a low "reload time").
Haha, oh my. :o

Strange, I'm pretty sure I destroy the weapon when the frigates spawn... I'm more suprised that it didn't crash, with how fiddly that bit of the code is with the effects.
Just tried it in sim with infinite ammo command. The weapon is still functional. The little "links" look destroyed, but since it's part of the main section, it's still works and upon reload the graphics of another pair of frigates appear behind the ship.

Maybe just change reload to 999 seconds?

On a separate note, what weapon pulls enemy ships, followed by a massive blast around 1 sec later? Found out the hard way, when my oddysey was pulled right into the enemy fleet and as a bonus the blast was technically happening "behind" my shield.

19
Someone on discord noticed a hilarious exploit with Shine Ray's frigates (due to having a low "reload time").

[attachment deleted by admin]

20
I really want to see this mod in the tournament now. The heavy missile focus with minimal/no shileds sounds very interesting.

21
Suggestions / Re: Fighter bay sizes and/or types.
« on: May 14, 2020, 10:24:31 AM »
Re: fighter bay size.

I personally don't like the pre 0.8 fighters for reasons explained on this thread before. But I do see the point of the limitations of the current system.

However, I feel that adding fighter bay sizes will complicate things without fully resolving the problems. So I feel it would be better to go and take the idea to its logical conclusion:

  • Merge all fighter bays into a combined deck size and let players build their CAG on a per fighter basis. This will remove the unnecessary binary choices. So a ship which previously had a limited choice of 2 wings can now chooose and pick and mix their deck with half a 6-10 ffighters.
  • Make different fighters cost different amounts of deck size. Low level drones - size 1. Fighters - 2. Heavy fighters and long range interceptors - 3. Light bombers - 4-5. Torpedo bombers - 5-7.
  • This will make it possible to add more variety and better balance to wings. Currently if we want a cheap ship with a few drones, we must use built-ins or built in CH, since otherwise a free fighter bay is OP. But with having consolidated deck size, you can just make the ship have a small size deck is simpy will not be able to fit bombers. Or on the opposite end, if we want to emphasise that the Astral is geared for bomber straikes without giving it the ability to make super large fighter wings, we can gie it a built in that reduces bomber cost.
  • Hull mods could be developped beyond the current CH. CH could come in several varieties, from cheap drone bays which should come with minimal penalties to full-blown flight decks.
  • This will give more options for building fighter wings. Right now if I want a support fighter, I need to dedicate af full wing to it, which is not always worth it on a player ship. So having the ability to make a wing of say 6 fighters, 1 support and 2 close range interceptors would be nice.
  • Let build their wings by assigning planes to weapons groups 6-7-8-9-0. And obviously the ability to engage/recall individual wings.
  • Also add an order to wings to "hide" inside the ship, protected from enemy fire.

22
Blog Posts / Re: Raiding for Fun and Profit
« on: November 29, 2019, 02:58:25 PM »
Do AI expedition/raid fleets contain marines? If so, at what exp level?

23
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: November 17, 2019, 02:23:40 AM »
The reliant is an incredibly accurate point defense BALLISTIC weapon for a mere 1 op. It's great.

It's also very flux efficient kinetic, which can make it a very good contributor to dealing hard flux damage for its cost.
It also has more range than most other small PD weapons at 450. Which, hey is the the cutoff range for SO if you are into that.

24
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: November 16, 2019, 10:51:13 AM »
I also kinda question what the point of adding the Reliant to the game was.
It's an amazing weapon for many ship loadouts.

25
I just tested and, uh, it turns out the part where it claims to increase the global market size is a lie.
I could just fix the information for next release, although now it seems that granting autonomy needs some other buff to make it competitive with just giving markets to independents. Maybe the player still collects 20% of its net income or such.
What if autonomous colonies created a new faction, like the 0.8 era "Followers"? Then as a new faction they would contribute to market, with the trade-off being not directly paying the player.

26
i think i liked it best with Annihilator pods.



how's that for a beam weapon?

Now, is there a mod which has weapons like this? This looks... gorgeous.

27
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: October 05, 2019, 04:01:14 PM »
IBBs never respawn. You are guaranteed to recover boss ships.

28
Regen hull is bad on a fundamental level, since it takes out consequences from risky moves.

Shields are tied to flux which is in turn to most of your weapons. So while shields regen, there's a lot of risk-benefit considerations going on. Unless hull/armor regen has some downsides, it does not work.

Neutrino have an interesting pseudo-regen on their ships, but the reason it works is that it also involves risk. Losing neutrino plating leads to overloads and vice versa, getting overloaded takes out your plating making you very vulnerable.

29
Modding / Re: How to increase level cap ?
« on: October 01, 2019, 08:51:39 AM »
Starsector\starsector-core\data\config\settings.json

Open in notepad, find "playerMaxLevel", change value to whatever you want.

30
General Discussion / Re: What's AI good and bad at?
« on: September 30, 2019, 12:22:31 PM »
The AI is in general very good at flicking shields on/off to maximise damage absorbtion. It also avoids being overloaded quite well.

On the downside it's not quite aggressive enough in key situations and will fall back when a small push could finish off the enemy ship.

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