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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20)

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Author Topic: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a  (Read 382099 times)

Histidine

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #765 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 #766 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 #767 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 #768 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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Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #769 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 #770 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 #771 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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Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #772 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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Ed

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #773 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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Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #774 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 #775 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 #776 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 #777 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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Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #778 on: August 24, 2019, 06:08:18 PM »

Yeah, I tend to get the most out of the phased autocannons when I'm using the flux savings from them to maximize Kinetic damage on a midline hull, or maximizing engagement range on a high-tech hull. And of course they mix well with the pulsed lasers and rail accelerators.
« Last Edit: August 26, 2019, 06:59:39 AM by Soren »
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Taverius

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« Reply #779 on: August 25, 2019, 04:01:06 AM »

Ok, so couple of quick questions.

1. What's the point of the AMM? I mean, besides availability which is kinda hard to tell. Even on frigate vs frigate the Jongleur costs the same OP, has more range, better tracking, and does more effective damage after PD. It might be slightly better vs single unsupported overloaded ship but that seems hardly worth it.
2. The Carabao seems kinda eh compared to the ... Phaeton? Phaeton with Mil. Subsystems and your other utility mod of choice still has the OP to defend itself, while the carabao doesn't. In fact it needs 10% more OP just to fit drive field and surveying and 2 lowest-op PD.

Also just for testing I gave myself all the BPs with command console but I had to use AllBlueprints because 2 of the packages gave me sigma items instead and I didn't have all the neat ballistics. Intended?
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