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Author Topic: [0.8.1a] Stop Gap Measure - Ships for Vanilla  (Read 4663 times)
Kwbr
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« Reply #15 on: December 19, 2017, 04:26:09 AM »

I think I found a little bit of a bug

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MajorTheRed
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« Reply #16 on: December 19, 2017, 09:28:49 AM »

OK so I know how this variable work about the base value for skin.

On my list for next update, probably there will be other thing like this with other skins (Opportunity clean, Carcajou (P), Copernic (P)...)

Thanks!
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Igncom1
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« Reply #17 on: December 24, 2017, 03:37:20 PM »

The unit card, or whatever it is called, says that the Tantive-Class has two medium energy slots, but I can only see the one.

I might be blind as I cannot seem to find a second medium energy slot.
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MajorTheRed
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« Reply #18 on: December 29, 2017, 09:44:53 AM »

Thanks for noticing, probably an error problem in Trylobot. Will fix it
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Serenitis
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« Reply #19 on: January 08, 2018, 12:30:17 PM »

The Ballista has a problem.

Code:
"weaponSlots": [
    {
      "angle": 0,
      "arc": 120,
      "id": "WS0001",
      "locations": [
        52,
        -0
      ],
      "mount": "HARDPOINT",
      "size": "SMALL",
      "type": "BALLISTIC"
    },
    {
      "angle": -0,
      "arc": 0,
      "id": "WS0002",
      "locations": [
        52,
        0
      ],
      "mount": "TURRET",
      "size": "MEDIUM",
      "type": "ENERGY"
    },

The front energy turret is defined as having an angle of 0 - ie: is a hardpoint.
And the front ballistic hardpoint is defined as having an angle of 120 - ie: is a turret.
Also, both share the same location 52, 0 with the effect that the medium energy slot is entirely inaccessible to the player.

Suggestion:
Either....
Remove the medium energy mount as it doesn't fit too well (imo) with a missile support ship, and the ballista doesn't really have enough op to spare for secondary weapons anyway.
Keep the small ballistic mount on the nose but change to/keep it as a turret.
Or....
Separate the positions and keep them the way they are now. Small ballistic turret + Med. energy hardpoint.

The unit card, or whatever it is called, says that the Tantive-Class has two medium energy slots, but I can only see the one.

I might be blind as I cannot seem to find a second medium energy slot.
This is the same issue. Two weapon mounts sharing identical locations.
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MajorTheRed
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« Reply #20 on: January 09, 2018, 07:17:58 AM »

Thanks for reporting the error. It's probably the same error that with the Tantive i.e. in Trylobot mount can be placed in "mirror", which means 2 mounts are placed on the ship at exactly the same location.

Do you have any feeedback about the Ballista? I think it could use some nerf somewhere as I feel it's a little bit too powerfull.
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Serenitis
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« Reply #21 on: January 09, 2018, 09:40:41 AM »

Do you have any feeedback about the Ballista? I think it could use some nerf somewhere as I feel it's a little bit too powerfull.
The Ballista is almost an exact mirror image of the Archer from Ship & Weapon Pack, only low-tech and with slightly worse stats and less OP. And I think that is why is doesn't "feel" right, it isn't it's own thing in it's own place. Yet.
You can make it more distinct by trimming it down so it's not quite so "jack of all trades".
If I were making that ship for myself I would be inclined to specialise it more towards missile support, by removing the medium energy slot and maybe 2 or 3 of the ballistic slots.
And in compensation give it a built-in mod to help with missles - I'd probably go for Missile Racks. And then reduce it's OP by 10 to 15 points.
Other than that, it's stats are not in a bad place.

One more thing to note: The missiles being turret mounts makes the Ballista quite powerful when fitted with multiple torpedoes, which is something you'd normally have to fly cruisers or capitals to experience. But also makes it fairly unique.

This is all just opinion, so feel free to ignore anything that doesn't seem "right" for your mod.
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MajorTheRed
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« Reply #22 on: January 09, 2018, 11:19:21 AM »

Interesting, at the start I was thinking about making a built-in mod but finally don't because it would feel too much powerfull. As it stand now, it has an insane potential when it has its missile loadout. But once exhausted, the ship become boring because it can defend itself but is not a threat anymore. With the current IA, it's just painfull.
Originaly it's supposed to sport 3 Medium Missile and 5 Ballistic. Now maybe it would feel better with some changes :
-2 Med Missiles Hardpoint
-1 Small missiles turret and 4 Ballistic OR keep the Med Missile and just 3 Ballistic.
-Expanded missiles hullmod
-Less OP
I will try it, thanks for the feedback.
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