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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: [0.9a] Stop Gap Measure - Ships for Vanilla  (Read 61598 times)

MesoTroniK

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Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« Reply #105 on: March 09, 2019, 04:16:39 PM »

To open Rar5 you need a modern version of WinRar, and as Euphytose said and IIRC newer versions of 7zip also can.

But, really it is best etiquette to use .zips for distributing mods and most other files on the net. So *anyone* can open it with or without specialized software. And if the mod author does some best practices to reduce file mass of the mod files? A .zip of the mod is barely any larger than a .7z or .rar as in essence one is pre-compressing the files heh.
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Grizzlyadamz

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Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« Reply #106 on: March 12, 2019, 02:35:06 PM »

What role is the Copernicus supposed to play? It lacks the survey/sensor/ecm mods you usually get with 'science vessels', burn is on-par with other light freighters & combat stats/mounts/logistics seem unremarkable. I get wafts of 'lighter-footprint mule' but that's it. ???
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MajorTheRed

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Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« Reply #107 on: March 12, 2019, 03:51:05 PM »

You get it right for most of its stats. Its a modular science vessel. So it got crappy combat stats, but integrates already two logistical hull mods. The trick is it is a support vessel able to fit many roles (but not as good as a true dedicated ship) thanks to its large OP amount. For combat, give it a converted hanger and ecm. Trading? Expanded cargo hold. Exploration? Survey + sensor. The ship revolve more around the hullmods than weapons and stats.
The ship shine well in early game, used both as a combat freighter/escort carrier and survey ship. After that its usefulness drop once you are able to get true carriers, destroyers and freighters.

Maybe I should precise that, unconsciously, I tend to develop ships that fit my play style, which is more oriented to exploration and early gaming than most others forum users. The other thing to keep in mind is that the mod is dedicated to give a feeling of desperate measures, every factions using any ships they can, and most of the times these ships were not properly designed for a Sector era.
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Grizzlyadamz

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Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« Reply #108 on: March 12, 2019, 10:04:50 PM »

[...]
The ship shine well in early game, used both as a combat freighter/escort carrier and survey ship. After that its usefulness drop once you are able to get true carriers, destroyers and freighters.
[...]
The other thing to keep in mind is that the mod is dedicated to give a feeling of desperate measures, every factions using any ships they can, and most of the times these ships were not properly designed for a Sector era.
Hm so it's a placeholder while you (or the AI) gets a more specialized vessel then? I can understand that, and the shielded engines is one of those general-purpose mods that anyone looking to avoid attention would like to have.
I still think "science vessel" is a misnomer, but that's just my opinion.

One thought though: by the time the player has prints for those different hullmods- survey equipment, converted hangar, ecm, won't they have already found a more specialized craft to fill that role?
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MajorTheRed

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Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« Reply #109 on: March 13, 2019, 06:26:23 AM »

One thought though: by the time the player has prints for those different hullmods- survey equipment, converted hangar, ecm, won't they have already found a more specialized craft to fill that role?

It's really depend of the play style:
-commission-oriented, yes definitly, it's easy to get a Condor or Drover, and cash is flowing. Survey equipment can be fitted on every support ship. ECM is harder, it seems combat ship are always starving OP for this kind of mod.
-Exploration oriented: really useful in the beginning. Fleets are smaller, much more danger from pirates/scavengers. So even a low-grade destroyer with a flight of Talon and an Arbalest autocannon can change the battle, instead of a Buffallo or Tarsus. Also, I like to use it for SUrvey Equipment because most of the time my true freighter are already fitted with Solar Shielding and Expanded hold.
-Smuggler/zombie/pirate/pather, great for being undetected, so you have to diminish your overall signature by getting fewer, but more generalist ships. Also, because your alignment is most often "chaotic-evil", you cannot choose the ships you want, just the one that are available and scavenged.

Which in the end pretty much reflect my previous statement: nice support ship for exploration, a desperate measure for desperate times, and useless if you are backed up by a faction.
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Hrothgar

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Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« Reply #110 on: March 13, 2019, 08:27:05 AM »

There is better version of Copernicus with Hegemony Auxillary mod. I used it even to point of medium danger Remnant systems.
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Grizzlyadamz

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Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« Reply #111 on: March 13, 2019, 10:55:34 AM »

Also, I like to use it for SUrvey Equipment because most of the time my true freighter are already fitted with Solar Shielding and Expanded hold.
Why solar shielding anyway? I might be undervaluing it.
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Euphytose

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Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« Reply #112 on: March 13, 2019, 12:05:00 PM »

I never use solar shielding either. I think it just isn't worth it despite it giving combat bonuses. I guess on low tech ships that are hull tanking this might be of some use, but I have very specific builds in mind already.
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Blothorn

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Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« Reply #113 on: March 13, 2019, 03:27:10 PM »

The reduction to hyperspace storm damage is substantial--since that is the primary reason to avoid them, having solar shielding on nearly everything can make interstellar travel considerably less painful.
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MajorTheRed

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Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« Reply #114 on: March 13, 2019, 05:51:18 PM »

I like Solar shielding for protection against hyperspace storm. Maybe I'm wrong but it tends to hit civilian ships, and I'm always ending short on supplies because of damage caused by storm. Also, I really hate when I want to emergy burn but I can't because one ship was hit and cannot perform this action
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MajorTheRed

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Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« Reply #115 on: March 17, 2019, 02:41:55 PM »

Version 0.75 available:
https://www.dropbox.com/s/5d3dkf7kswhjgql/Stop_Gap_Measure_v0_75.zip?dl=0

File is now .zip. Hope it will help, it seems it was the origin of the problem for most people. To be honest I didn't thought that .rar files are not so common, since it's a free software.

Many changes for most weapons. Now most weapons can be classified between two types: archeotechs weapons that have slightly better range and damage output than currently used weapons, but at the price of flux, accuracy and slightly more OP cost; and post-collapse makeshift weapons. Ships fallow a similar pattern. I've introduce "archeo-tech" packages that contain all these new toys. Some of them are accessible by some factions.

The mod also introduce the new  Wardlaw class Q-Ship (or combat freighter). Nothing fancy here, I just always have been a fan of the Tarsus:



The Minos has once again been changed. Both in the sprite and in-game stats. Hope this time it will be a more interesting choice. It's now definitly oriented to tank in the front line and to be fitted with beam weapons.



Spoiler
As a side note, the Lotop has been modified to be more interesting. Maybe a little over-powered, but since it's hard to find and with limited ammo, I'll wait to see how far it goes.
[close]
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MajorTheRed

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Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« Reply #116 on: May 04, 2019, 09:03:24 AM »

Version 0.76 available:
https://www.dropbox.com/s/80y0v41h6c2vcz3/Stop_Gap_Measure_v0_76.zip?dl=0

Mostly introducing a new ship, the EraL

Designed to support civilian fleet, it has an interesting cargo and fuel storage capacity, destroyer-level weaponery, and a missile auto-forge thanks to its inbuilt factory capacity.

There is also the Ethon, a mid-tech interceptor with a PD laser and a salvo of Locust missiles. Quite typical of midline view: interesting alpha strike capacity, but will fail if let for too log on the battlefield.


Also, there is a few modification on several ships, a new secret for the fringe, and second-grade weapons have seen their prices reduce.

As a side note, next update I will try to introduce new starting options. The Bardot destroyer will probably disappear as the is already too many modded Mule classes and I already have the Copernic doing the same job in my mode.

As always, if you have any suggestions or comments, feel free to speak!


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DiM

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Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« Reply #117 on: May 12, 2019, 01:01:22 PM »

@MajorTheRed

Sent you a few messages, check your inbox please.

Also, thank you for making this mod, i really love vanilla friendly mods in all games, and this is one of the better ones in that regard. Keep up the good work !
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MajorTheRed

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Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« Reply #118 on: May 12, 2019, 03:24:03 PM »

Holy ****, thanks for the amount of work you made on revising wording!

I will definitely use them for the next update (should be in the next two weeks)

Thank you very much
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DiM

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Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« Reply #119 on: May 13, 2019, 01:22:07 AM »

Holy ****, thanks for the amount of work you made on revising wording!

I will definitely use them for the next update (should be in the next two weeks)

Thank you very much
You're welcome! I'm happy to help your great work.
Unfortunately I got a bit tired yesterday when I was doing the final few ship descriptions, so a number of errors slipped by me. I'll re-read and correct all that I can.

Also, most of the descriptions are quite good and fleshed out, but others are a bit brief. I'll try to expand a few of them a little bit, keeping in line with the original seed text. I hope you'll approve my expansions, and I'm glad you're planning on releasing new versions! Cheers
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