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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23  (Read 373927 times)

scarface

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Re: [0.9.1a] Missing ships mod
« Reply #30 on: October 08, 2019, 05:44:46 PM »

happy to help :))
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dk1332

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Re: [0.9.1a] Missing ships mod
« Reply #31 on: October 10, 2019, 11:31:03 PM »

Found a "bug" with the pirate Starliner. The front right medium mount has been set to small mount and cannot equip medium sized weapons.
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scarface

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Re: [0.9.1a] Missing ships mod
« Reply #32 on: October 11, 2019, 05:53:19 AM »

fixed. i hope its not that big of a deal as i will release bugfix after weekend along with few other changes as well, if you want fixed version now, PM me and i will send it.
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dk1332

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Re: [0.9.1a] Missing ships mod
« Reply #33 on: October 11, 2019, 08:22:54 AM »

I can wait, though I can't speak for the others
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BigBeans

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Re: [0.9.1a] Missing ships mod
« Reply #34 on: October 11, 2019, 11:39:31 AM »

I can wait too.

Also, balance suggestion but currently the Buffalo MKIII costs more than the Condor despite being worse than it (Less armour, less shields and less weaponry for defence and same fighter complement) so could do with a price drop so it's cheaper than it.
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scarface

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Re: [0.9.1a] Missing ships mod
« Reply #35 on: October 11, 2019, 01:50:44 PM »

i didnt even notice that. yea i will make it cheaper than condor for sure.
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scarface

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Re: [0.9.1a] Missing ships mod
« Reply #36 on: October 12, 2019, 09:28:53 AM »

While im making various fixes and balance updates, i have been wondering, for those that read this, what do you think about upsized wings?

those would be separate from the vanilla wings, just upsized. say, +50% roughly. talons having 6 instead of 4 and OP would double for upsized wings as well, so that would be 4 instead of vanilla 2 for talons. broadswords could have 5 instead of 3, thunders 3 instead of 2 and so on. bombers could be upsized too, piranhas to 4 but OP increased only by 75%(because seriously, piranhas used in right way are the most destructive thing ingame) same with all other bombers that have 3 bombers per wing, perdition bombers would be 3, and cobras would be 2 instead of 1 and would cost 40 op-reasoning is, they are *** *** right now. anything can shoot them down, and reapers as well.

so, what do you guys think about this? remember, upsized wings will be more expensive per fighter than vanilla wings. also purchasing price per LPC would be massively increased-cheap upsized LPCs would cost even 3 times as much and would be rather rare for player to find.

this excludes redacted wings, they are a whole different bag of balance issues i cant seem to solve.

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Agile

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Re: [0.9.1a] Missing ships mod
« Reply #37 on: October 12, 2019, 11:42:43 AM »

If its either rare or blueprint only, that'd be neat. Getting the 4x version of talons would make the game way too easy early because you could get a bunch of Drovers with their system and talons, or if its thunders, you can get Herons and use their system and bam; you obliterate the enemy easy peasy.

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scarface

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Re: [0.9.1a] Missing ships mod
« Reply #38 on: October 15, 2019, 03:31:24 AM »

updated. balanced. fixed two things. working on upsized wings and midline super carrier
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MesoTroniK

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Re: [0.9.1a] Missing ships mod
« Reply #39 on: October 15, 2019, 03:51:55 AM »

Upsized wings are not a very good idea as it will just power creep carriers gameplay even more which is already overpowered as things stand now.

Gwyvern

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Re: [0.9.1a] Missing ships mod
« Reply #40 on: October 15, 2019, 03:55:22 AM »

To add onto what Meso said I'm not really sure why you would want upsized wings when the span of available fighters, just in vanilla alone, already stretches from 0 to 30 OP per wing.

More wings that are just existing wings with more fighters in them sounds kind of pointless at best, and potentially detrimental to the balance of power at worst.
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scarface

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Re: [0.9.1a] Missing ships mod
« Reply #41 on: October 15, 2019, 05:01:18 AM »

its to basically give player more things to collect (most players use paragons or astrals anyway) and for AI to have something with more punch in the lategame. i find AIs fighter game very weak atm, so im trying to improve it. im not saying i will definitely include it, or that i will include it in this mod. figuring out balance takes long time with fighters, mostly because they are OP right now.
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Hrothgar

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Re: [0.9.1a] Missing ships mod
« Reply #42 on: October 15, 2019, 05:59:05 AM »

I actually dont use many vanilla ships, not counting modifications like mutations of Falcon like Falcon Kadur. I think that now i use only Wayfarer of all things.
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Archaeon

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Re: [0.9.1a] Missing ships mod
« Reply #43 on: October 17, 2019, 11:17:43 PM »

Loving the mod, but some (in-game) descriptions would be really nice. Also, the Buffalo Mk.3 has absolutely bonkers flux stats (1000 Dissipation base) that might need addressing, otherwise its great!
« Last Edit: October 17, 2019, 11:20:43 PM by Archaeon »
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Hrothgar

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Re: [0.9.1a] Missing ships mod
« Reply #44 on: October 18, 2019, 12:32:41 AM »

Buffalo MkIII have really ineffective shield, coupled with overcharge flux stats. Actually making it like 1/3 of first should do job.
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