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Author Topic: [0.9.1a] Ship/Weapon Pack 1.12.3b  (Read 519887 times)

beyond247v

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Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« Reply #795 on: October 23, 2020, 04:23:46 PM »

Noob Question, but where do i get these ships? Im especially interested in the flying fortress ;-) Cant even see them in simulation.
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Arcagnello

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Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« Reply #796 on: October 27, 2020, 03:06:43 AM »

I've gotten the Luddic Church flying fortress from a bounty that specifically stated it was posted because the commander in question stole one, but I think you can actually obtain them just by buying it if you're cooperative with the faction having it in one of their military worlds. That's how I bought the Locomotive from HMI (around 1,7 mil if I remember correctly)

Spoiler
[close]

Edit: Did not want to post another reply right after this one so here it is:

I think the Chronos needs a consistent power-up as it lacks behind other 40FP units by a long shot.

The armament is purposefully inferior to everything else in that price range because it obviously focuses on mobility and I would not change that (despite my desperate want for a second large energy mount) but I find it really struggling when it comes to being worth the 40 Fleet Points.

The build I've found that works the most in both player and AI hands comes with a Plasma Cannon, triple linked Sabot MRM, one Ion Beam and the rest is Point Defence. It's got both unstable injector and hardened shields in addition to expanded missile racks to quickly move in and out of engagements and deal as much damage as possible to the enemies it drowns in sabots to then pummel then with its plasma Cannon while the temporal shell is active.

I honestly believe it's a Battlecruiser trying really hard to be a Harass Destroyer but the mobility still cuts it very short. The easiest and most bland solution would be to just give it more OP or maybe make it cheaper, but I've got a different suggestion:

Modify the Temporal Shell into the "Chronos Shell" wich is not a timed ability BUT A TOGGLE!
It will gain the same benefits of the temporal shell but it will build hard flux overtime as it it was a phase field. You could also increase weapon flux generation while active in a tentative way to not make it absolutely disgusting with the right setup if it turns out to be too effective with this change.

Thoughts?
« Last Edit: October 27, 2020, 07:26:34 AM by Arcagnello »
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Kaitol

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Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« Reply #797 on: October 28, 2020, 12:50:50 AM »

I've seen it noted in a few other places that the Chronus is actually considered overpowered at current. I've seen a single AI-controlled Chronus engage and just annihilate two capital-class battlecarriers simultaneously without breaking a sweat in a very large battle setting. And even in battles that swung against them, the things are frequently the last ship to go down, and usually manage to retreat anyway unless you surround it with overwhelming numbers. If you're trying to use it as the lynchpin of a fleet by itself maybe it seems a bit lacking, but as a capital flanker in a fight between two roughly even fleets, the thing is terrifying.
« Last Edit: October 28, 2020, 12:53:50 AM by Kaitol »
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Arcagnello

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Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« Reply #798 on: October 28, 2020, 02:41:07 AM »

I've seen it noted in a few other places that the Chronus is actually considered overpowered at current. I've seen a single AI-controlled Chronus engage and just annihilate two capital-class battlecarriers simultaneously without breaking a sweat in a very large battle setting. And even in battles that swung against them, the things are frequently the last ship to go down, and usually manage to retreat anyway unless you surround it with overwhelming numbers. If you're trying to use it as the lynchpin of a fleet by itself maybe it seems a bit lacking, but as a capital flanker in a fight between two roughly even fleets, the thing is terrifying.

Oh, I must be doing something wrong with it then, I'd really like to see the setups that actually make it preferable to something like an Odissey. That said, it depends on the Battlecarriers it fights and it would not really be that impressive if it was two Talon Legions.

I will agree that the fact it can get away and keep retreating from virtually anything makes it a very valuable ship, but I have yet to see one actually be a threat in my campaign. I fear a Conquest much, much more as it currently stands.

Edit: Do you remember those other places where you've seen it described as something useful as a flanker, therefore anywhere in the same ballpark as Odyssey and Conquest?

Anyone actually using it in his/her current campaign and describing how it performs would be great. I assume it works best with area denial units like carriers since it excels against things unable to chase and pressure it.

Edit 2: I'm actually going to recover a Chronos next time I get into a scuffle with a fleet using it, restore it at a restoration dock and try and figure out what I did wrong to think it was not all that great. Will post results when I get them.
« Last Edit: October 28, 2020, 03:17:26 AM by Arcagnello »
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Kaitol

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Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« Reply #799 on: October 28, 2020, 11:09:30 PM »

The occasion that springs most strongly to mind was when I was talking with Tartiflette about some trouble Diable Avionics fleets were having with Persean League fleets in a playthrough I was doing, most of which had a Cronus or two mixed in with the mid-tech capitals. And the two battle-carriers I was speaking of were Maelstrom's from Diable.

As for outfitting a Chronus, my memory is a bit hazy, but I think the ones I saw were using a combination of long-range sustained and burst beam weapons? I do suggest giving them a high-level officer to make the best use of the exceptional ship system and shields.
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Julio Montega

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Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« Reply #800 on: November 29, 2020, 04:22:57 AM »

Thank you so much for that pirate variant of the vulture! It rocks and looks good, now no convoy is safe anymore!
But how can the bp be obtained?
I have updated the mods including the graphics lib and nexerelin and loaded my savefile.
I haven't found the BP yet as single BP and the variant also isn't listed in the pirate faction's bp package.
« Last Edit: November 29, 2020, 08:10:19 AM by Julio Montega »
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Chairman Suryasari

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Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« Reply #801 on: November 29, 2020, 07:57:33 AM »

Thank you so much for that pirate variant of the vulture! It rocks and looks good, now no convoy is safe anymore!
You should try Tyrador Safeguard Coalition, it add the cheapest pirate battle capital i ever seen in Starsector it's about 70K credits, even Venture, the base cruiser that you get is about 120K credits, it's really weird ship in my opinion, it's a conversion of midline/high-tech ship to low tech. But somehow it's really stick up for me.

Link : https://fractalsoftworks.com/forum/index.php?topic=5492.0
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Dark.Revenant

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Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« Reply #802 on: November 30, 2020, 12:39:59 AM »

Thank you so much for that pirate variant of the vulture! It rocks and looks good, now no convoy is safe anymore!
But how can the bp be obtained?
I have updated the mods including the graphics lib and nexerelin and loaded my savefile.
I haven't found the BP yet as single BP and the variant also isn't listed in the pirate faction's bp package.

It's a "rare_bp" ship, so it can only be found as single BP rare drops (or by raiding a pirate world with Heavy Industry).  Good luck!
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LeStinke

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Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« Reply #803 on: December 09, 2020, 12:28:47 AM »

Saw someone mention the new sprites and I have to agree on the Vindicator, don't get me wrong I am absolutely not trying to *** on the guy who made it, it looks very nice and crisp, the details stand out much better than on the original but overall design and shape wise it just doesn't look as menacing as the original Vindicator. That thing looked tough and rugged, the fact that the gun sat away from the hull made it stand out a lot more, now it sort of blends in the hull, idk not a huge fan. Everything else looks fantastic, guess I've gotten very attached to my original style Vindicators, might get the new version just for the Liberator though, that one looks like a beast.

I'd suggest maybe giving the Vindicator some of it's old angular hull back, maybe separate the gun from the frontal ''prongs'' or whatever you'd call them, that way it wouldn't look so pudgy, the larger bridge structure also made the original look less flat, I understand you didn't make the sprites, this is just a suggestion.
« Last Edit: December 09, 2020, 12:43:39 AM by LeStinke »
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Chairman Suryasari

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Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« Reply #804 on: December 09, 2020, 07:32:10 AM »

You can override the new sprite with the old sprite i think(?), unless they change some fundamental data like weapon placement, etc.

Me too love the old vindicator, maybe because it's feel more like low tech, the new one feel too smooth, but then again, it's probably nostalgia playing trick on me.
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LeStinke

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Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« Reply #805 on: December 10, 2020, 08:52:25 AM »

You can override the new sprite with the old sprite i think(?), unless they change some fundamental data like weapon placement, etc.

Me too love the old vindicator, maybe because it's feel more like low tech, the new one feel too smooth, but then again, it's probably nostalgia playing trick on me.

I think they did, the small ballistic slots look like they're in different positions, sprite might be a different size too, but it's no big deal, it shouldn't be a difficult thing to pull off regardless, think I'll look into it tomorrow.

The only thing I didn't like too much about the old Vindicator was that it was maybe just a tiny bit too large, I'm not sure if I just have *** eyesight but it always looked bigger campaign map than in battles too, I think the new one might be a bit smaller? I can't say for sure.
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PainProjection

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Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« Reply #806 on: December 20, 2020, 12:41:32 PM »

Added: Shield Shunt; removes shields and increases EMP resistance by 50%

Any thoughts about "Shield Bypass"? Is it gonna be removed from S/W pack after 095 release?
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Dark.Revenant

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Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« Reply #807 on: December 20, 2020, 04:06:04 PM »

Added: Shield Shunt; removes shields and increases EMP resistance by 50%

Any thoughts about "Shield Bypass"? Is it gonna be removed from S/W pack after 095 release?

I will probably be removing all of SWP's modular hullmods after 0.95a, due to the addition of Shield Shunt, built-in hullmods via Story Points, and the new Officer and Mercenary mechanics.
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Retry

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Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« Reply #808 on: December 20, 2020, 07:14:32 PM »

That is unfortunate.
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Dark.Revenant

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[0.9.1a] Ship/Weapon Pack 1.12.1
« Reply #809 on: December 24, 2020, 09:59:48 PM »

Various tournament-inspired balance changes are afoot this time.  Beholders are the bane of my existence.  Breaks saves.

Download Ship/Weapon Pack 1.12.1
Download Mirror
(Requires LazyLib 2.4f)
(Requires GraphicsLib 1.4.4) (Updated!)

- Supported by Nexerelin 0.9.7c (Updated!) -

Git Repository

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



We recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.12.1
- Renamed Revenant to Nightwalker
- Chronos DP decreased to 35 from 40
- Tweaked Time Accelerator; is now a shorter charge-based system
- Beholder DP increased to 11 from 10
- Beholder Ray Drones now have a hullmod called Ray Core instead of Terminator Core and IPDAI
  * 3x damage to missiles, up from 2.5x
  * 2x damage to fighters, same as before
  * Tactical Laser can target missiles, ignores flares, and perfectly tracks the target, same as before
  * Tactical Laser turns 2x faster, same as before
  * Takes no engine damage, same as before
  * 2/3x damage to shields, down from 1x
  * Range now matches the mothership, up/down from a flat +300
- Increased delay between Hornet MRM shots in a burst to 0.5 from 0.3 (but not the total time between bursts)
- Increased Hornet MRM damage to 400 from 375
- Updated missile AI to permit Scutum's Attraction Array
- Partisan replace time increased to 12 from 10 seconds
- Fixed version file HTTPS redirect
- Fixed a bizarre edge-case bug relating to Sabot SRMs
- The Cathedral's modules' hull sizes are changed to frigate-tier after the battle starts
  * This is a dirty hack to improve macro-level AI behavior around the Cathedral
  * This will not affect the behavior of most hullmods, but anything with an every-frame calculation might behave strangely if it depends on the module's hull size
- The Cathedral's shield and collision radius now dynamically shrinks to account for modules that are blown off
« Last Edit: December 25, 2020, 02:38:59 AM by Dark.Revenant »
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