Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

Pages: 1 ... 39 40 [41] 42 43

Author Topic: [0.9.1a] Ship/Weapon Pack 1.10.5  (Read 337375 times)

Wolas3214

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« Reply #600 on: November 08, 2019, 05:07:07 PM »

Is there any way to remove a ship from the modpack? This is by far my favorite ship pack but i really dislike the cathedral, mostly because the AI will show up with like 6+ in a single fleet. I tried just removing all the cathedral files i could find but that just resulted in a crash on startup with the mod enabled
Logged

AxleMC131

  • Admiral
  • *****
  • Posts: 1513
  • Amateur World-Builder
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« Reply #601 on: November 08, 2019, 10:58:31 PM »

Is there any way to remove a ship from the modpack? This is by far my favorite ship pack but i really dislike the cathedral, mostly because the AI will show up with like 6+ in a single fleet. I tried just removing all the cathedral files i could find but that just resulted in a crash on startup with the mod enabled

If you find the mod's faction files, specifically the one for the Luddic Church (since I'm pretty sure they're the only guys who use the ship), you should be able to remove the Cathedral from all their "known ship" references. That means the ship will still technically be in the game and you don't have to worry about breaking things, but it will no longer spawn under CGR control - assuming it doesn't have some kind of scripted spawning rules - and therefore shouldn't spawn in-game, except perhaps as a derelict shipwreck.

The Cathedral's a special ship, so I wouldn't be surprised if it has a couple of scripted additional features involving its spawning or appearing in fleets or just loose in the campaign, but even if that means you can't remove it entirely, just preventing factions from spawning it under normal circumstances should make it incredibly rare if not unspawnable.
Logged

creature

  • Commander
  • ***
  • Posts: 177
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« Reply #602 on: November 09, 2019, 04:56:20 PM »

Hi, I would like to add an IBB bounty from my mod, how do I go about doing that?
Logged

iamAcTive

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« Reply #603 on: November 15, 2019, 11:44:24 AM »

How do you guys equip a Beholder? I like its system ability and want to use this ship, but no rear facing turret and that slow movement is awful. I don't think this ship is very good in the early game where you start to get outnumbered and flanked.
Logged

CrixM

  • Ensign
  • *
  • Posts: 12
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« Reply #604 on: November 16, 2019, 04:04:11 AM »

Give it unstable injector, and if you're playing with other mods like scy, you can give it lightweight plating, both of those combined will bring it up to a respectable 100 base speed.
Logged

Captain Trek

  • Ensign
  • *
  • Posts: 38
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« Reply #605 on: November 16, 2019, 09:21:42 AM »

Just a couple of observations - whilst on some ships such as the Vindicator and Vulture the relatively high DP cost works as a "unique capabilities tax" of sorts, the Zenith and Victory seem like they really struggle to justify their costs. The Zenith is about as tanky but significantly less shooty than a Dominator, with less OP. Speed's okay, but I still tilt my head at 30 DP. As for the Victory, at that sort of DP level a Paragon can casually gun an Onslaught down in a way a Victory simply cannot. With similar overall firepower, a reasonably good shield alone just doesn't feel worth a full extra 15 points.

The Archer, on the other hand, might be a touch underpriced, say by 1 or 2 DP. Even though it's a little slow, that's a lot of medium mounts for a 10 DP destroyer, and missile ships are (rightly) notorious for being overpowered in general.

I also kinda question what the point of adding the Reliant to the game was. Buuut that's enough of my complaining.
Logged

Serenitis

  • Admiral
  • *****
  • Posts: 839
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« Reply #606 on: November 16, 2019, 10:20:06 AM »

I also kinda question what the point of adding the Reliant to the game was. Buuut that's enough of my complaining.
It plinks, and it plonks. Why would you need it to do anything else?
Logged

Shad

  • Commander
  • ***
  • Posts: 184
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« Reply #607 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.
Logged

CrixM

  • Ensign
  • *
  • Posts: 12
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« Reply #608 on: November 17, 2019, 12:46:45 AM »

The reliant is an incredibly accurate point defense BALLISTIC weapon for a mere 1 op. It's great.
Logged

Shad

  • Commander
  • ***
  • Posts: 184
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« Reply #609 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.
Logged

Hrothgar

  • Captain
  • ****
  • Posts: 296
    • View Profile
    • Email
Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« Reply #610 on: November 17, 2019, 11:39:18 AM »

It only have low dps, which balance it. You need really slow weapon or many reliants to shoot something down.
Logged

puffzor

  • Ensign
  • *
  • Posts: 18
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« Reply #611 on: November 17, 2019, 01:55:39 PM »

Reliants are really good for filling up slots in ships that have a lot of excess small ballistics slots. In fact I find them pretty OP just because of how much extra PD capability it adds to ships without any real downside, something that high tech ships are lacking.
Logged

Captain Trek

  • Ensign
  • *
  • Posts: 38
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« Reply #612 on: November 24, 2019, 07:49:59 AM »

I'll take your words for it.
Logged

Valikdu

  • Ensign
  • *
  • Posts: 29
  • Ruin... has come to our family.
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« Reply #613 on: November 25, 2019, 04:52:09 PM »

I've just got a Wall-class drone in a randomized custom start.

It's... beautiful.
Logged
My Dwarf Fortress Mod: DESOLATION 1.5
My Channel: V. S. Cosplay

Rafs

  • Ensign
  • *
  • Posts: 16
  • Pandemonium is love, Pandemonium is life.
    • View Profile
    • Email
Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« Reply #614 on: December 13, 2019, 12:07:55 PM »

Something I tough about and would like to suggest, being able to recruit the IBB commanders after you defeat them, it would be a good way to give the player some more interesting commanders to play with (at least more interesting than some random guy you found on a station) and with static skills, so if you want a commander for X, Y or Z ship you could plan ahead to recruit them or just to put them in the ship they piloted, instead of fighting randomness, not for free of course, maybe have to pay off their bounty (or maybe a portion of it since with high level bounties it would probably not be worth it to recruit even a lvl 20 commander for 1M) or risk damaging relations with a faction.
Totally not suggesting this because I want to recruit Ryx to my harem *cough*
Logged
Pages: 1 ... 39 40 [41] 42 43