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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.9.1a] Dassault-Mikoyan Engineering v.1.1  (Read 297235 times)

Histidine

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #780 on: August 22, 2019, 06:09:53 PM »

That sounds like the bug that happens when the market and/or its conditions are not marked as surveyed.
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Soren

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #781 on: August 22, 2019, 10:41:46 PM »

just want to say, this mod is fantastic! I love seeing a blade breaker incursion because it means i get to shoot and loot so many huge fleets! one thing, i saw earlier in the thread that there were apparently 5 sigma worlds, while my map has only 3. was I meant to enable something in settings to spawn more? the systems i have are dalet, lenze and the one starting with "a" (forgot the name).

Thanks. I'm glad you're enjoying it.

I used to have five fixed systems that always spawned. Now I have three semi-procgen constellations that always spawn. Each one has a Sigma World and a heavy Blade Breaker presence. There's a bit of randomness, but not too much.

If you enable procgen spawns in DMEsettings.ini, you get roughly 3-5 more systems, populated by a script Remnant-fashion. Those are totally random.

That sounds like the bug that happens when the market and/or its conditions are not marked as surveyed.

Hunh. I'll have to fix that - how does the station in Corvus handle it?
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Histidine

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #782 on: August 23, 2019, 01:40:44 AM »

That sounds like the bug that happens when the market and/or its conditions are not marked as surveyed.

Hunh. I'll have to fix that - how does the station in Corvus handle it?
Seems it just generates the station SectorEntityToken then calls Misc.setAbandonedStationMarket(marketID, entity) for it.
It does all the work:
Code: java
	public static void setAbandonedStationMarket(String marketId, SectorEntityToken station) {
station.getMemoryWithoutUpdate().set("$abandonedStation", true);
MarketAPI market = Global.getFactory().createMarket(marketId, station.getName(), 0);
market.setSurveyLevel(SurveyLevel.FULL);
market.setPrimaryEntity(station);
market.setFactionId(station.getFaction().getId());
market.addCondition(Conditions.ABANDONED_STATION);
market.addSubmarket(Submarkets.SUBMARKET_STORAGE);
market.setPlanetConditionMarketOnly(false);
((StoragePlugin)market.getSubmarket(Submarkets.SUBMARKET_STORAGE).getPlugin()).setPlayerPaidToUnlock(true);
station.setMarket(market);
station.getMemoryWithoutUpdate().unset("$tradeMode");
}
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QuietOkami

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #783 on: August 23, 2019, 01:40:36 PM »

Apologies if this has been asked and answered before but I didn't see it in the FAQ but is there any way to get the Blade Breaker Superdreadnought?
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Hrothgar

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #784 on: August 23, 2019, 01:47:25 PM »

It is a ai only ship.
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Turdicus

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #785 on: August 23, 2019, 02:49:50 PM »

Apologies if this has been asked and answered before but I didn't see it in the FAQ but is there any way to get the Blade Breaker Superdreadnought?

It should be possible to pop one into your inventory using the console command mod and using the exact hull name from DME's XML files.

Just a thought
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Soren

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #786 on: August 23, 2019, 03:23:30 PM »

Just console commands. It's not designed or balanced for player use; think of it as equivalent to a Remnant Nexus. It's slow, it's got modules so fire control is weird, and it's not recoverable unless you edit the files. I don't really like flying normal capitals, personally, so I tend not to design around stuff like that being player-facing. It's meant as a challenge battle, a boss fight, and a yardstick to measure your space-badassery against.

I do want to do a Deserter battlecarrier/mothership at some point, though, because they need a fleet centerpiece.
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Wyvern

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #787 on: August 23, 2019, 04:31:05 PM »

So, the deserter package comes with a bunch of interesting fragmentation-damage weapons; at first glance, they seem to be tuned to be sortof-HE-ish, with extra damage procs coming from hitting armor or hull.

...But in practice, I've yet to come up with any variants of any hull that get good use out of them.  Which almost certainly means I'm doing something wrong with the variants I'm putting together.  Could you give an example of how you'd use some of these things?

(The deserter ships & fighters, by contrast, tend to be both neat and effective.)
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Taverius

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #788 on: August 23, 2019, 04:49:58 PM »

So far I can't use them on their own, but they work good in addition to a classical HE or energy weapon, where they're still not as good as a proper armor buster but make up for it by shredding hull enough to make killls unequivocally quicker.
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Soren

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #789 on: August 24, 2019, 12:09:56 AM »

I was thinking of them as pure DPS weapons when I made them; something to back up slow-firing HE and Kinetics. What they lack in penetration, they make up for in flux efficiency and range (try them out on an Eagle with three Heavy ACs), while the DX Autogun is a jack-of-all-trades heavy PD weapon with a sideline in chopping up fighters. They work best against high tech, small ships, and as standoff weapons and adjuncts to other weapons that can pressure shields and crack armor. Where you'd put a grav beam or tac laser, just with less range.

The EX Phase Accelerator is a near-hitscan strike weapon for countering phase ships. The first shot won't do much, but over time, it'll steadily chip away at ships that unphase within range. A few good hits will open up a phase frigate; a few more will start chipping away at a destroyer. I wouldn't count on it against anything bigger.
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The law, in its majestic equality, forbids the rich as well as the poor to sleep under bridges, to beg in the streets, and to steal bread.

Ed

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #790 on: August 24, 2019, 01:42:27 PM »

I added this line to my "the_deserter.json"

Spoiler
"startShipsCombatLarge":["istl_stormkestrel_proto_test", "istl_stormkestrel_proto_test", "istl_stormkestrel_proto_test"],
[close]

And i feel no regret.
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Soren

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #791 on: August 24, 2019, 02:51:18 PM »

If you feel even naughtier, you can change the tag in the skin file to "deserter_bp" and add "istl_stormkestrel_proto_test" to default_roles.json and it'll produce from the blueprints like any other deserter hull.
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Ed

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #792 on: August 24, 2019, 03:14:34 PM »

Nah, having 4 of them is more than enough, even if I am doing a pirate playthrough having any more Sparrowhawks would make the game too easy, thanks for the tip tho.
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SCC

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #793 on: August 24, 2019, 03:16:43 PM »

In my BB Deserter run, I ended up using medium phase guns a lot. I don't know if it works without officers, but with them, I don't even need anti-armour guns; phased autocannons get through armour at an acceptable rate and once it's gone, they deal a lot more damage than other weapons. Their on armour/hull bonus damage nudges them towards that role as well. They are also one of the better weapons for midline designs, since for them a (comparatively) long range hard flux energy weapon that can be specialised towards armour or shield work is a holy grail. And they are fairly flux efficient, too. I did not use small assault phase guns much, but I used phase ADS and phase autoguns a lot. They are great PD weapons and they open up options on certain ships that don't usually get good point defence options.
Nah, having 4 of them is more than enough, even if I am doing a pirate playthrough having any more Sparrowhawks would make the game too easy, thanks for the tip tho.
I have found that a single Sparrowhawk is good enough until 150k+ bounties or so.

Wyvern

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #794 on: August 24, 2019, 05:53:06 PM »

Ah, that probably explains part of my difficulties - I trend towards using high or low tech ships rather than midline ones.  I'll have to try the guns out on an Eagle or Falcon.
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