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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: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*  (Read 1549120 times)

BlittzOff

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3480 on: April 02, 2014, 10:10:54 AM »

Actually, I had to put aside Uomoz Journey for a time being due to the same problem as BlittzOff. I have tried two separate approaches, playing for Voidwalkers and Hegemony respectively, and in both cases I made pretty good money at start, but as soon as I get my first Onslaught, the profit from almost any combat falls below the expenses to repair after said combat. Now, supposedly I could stick with cruisers forever, having steady profit, but what fun is it? I believe that the endgame content of Starsector is to field 5 Onslaughts, to be afraid of absolutely no fleet, and to be able to erase any possible opposition from existence by the sheer power of mindless frontal assault. Is this not the case for Uomoz Journey, or am I missing something necessary to have such endgame content?

Void Walkers fixed everything for me. Considering i get 200 electronics and an average of 40 scraps/cores/etc.  and that the scrap to supply conversion is 1/1 , i'm set.Mastery pats give 80 credits- supplies cost 120. Now i no longer have to drag myself trough the pain of losing all my hard earned credits for repairs.

And you can't just blast your way tough this mod with sheer power.My approach was to create a small pack of average ships and swarm the enemy by killing their small frigates and overwhelm bigger ships as they weren't able to block all the things i threw at them.
« Last Edit: April 02, 2014, 10:18:51 AM by BlittzOff »
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Erick Doe

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3481 on: April 03, 2014, 10:33:09 AM »

I know a lot of people might to frown upon my request. But I'd really like to see an increase in difficulty and a decrease in the frequency in which blueprints are 'dropped'. I feel it is too easy to obtain new ships and moving up in the game world is quite quick in my experience.
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Uomoz

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3482 on: April 03, 2014, 10:47:04 AM »

I know a lot of people might to frown upon my request. But I'd really like to see an increase in difficulty and a decrease in the frequency in which blueprints are 'dropped'. I feel it is too easy to obtain new ships and moving up in the game world is quite quick in my experience.

Next version will have a more aggressive combat ai in general, less xp gain, less bp drop, even more optimized and strong enemy variants. And less buffaloes.

LETS HAVE "FUN".
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CrashToDesktop

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3483 on: April 03, 2014, 12:41:20 PM »

Well, you do have to invest an initial 5000 credits to even be able to get blueprints, so that's going to stall you a bit.  Still, selling blueprints for 10K + credits is lifesaver sometimes.

Well, with the rise of the single blueprint giving the ability to make all the variants of a ship, I could agree.  Maybe increase the price you sell them for a bit then.
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BlittzOff

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3484 on: April 03, 2014, 10:26:37 PM »

I know a lot of people might to frown upon my request. But I'd really like to see an increase in difficulty and a decrease in the frequency in which blueprints are 'dropped'. I feel it is too easy to obtain new ships and moving up in the game world is quite quick in my experience.

Next version will have a more aggressive combat ai in general, less xp gain, less bp drop, even more optimized and strong enemy variants. And less buffaloes.

LETS HAVE "FUN".

Why less exp gain? I can barely crawl up to lvl 16.And the upgrades are mostly insignificant, except for the 5 and 10 points milestones.
I can't see how the AI can get more agressive , they've been coded by kamikaze pilots.

You can't sell the blueprints once you go with the Void Walkers , so you might want to add some 'diplomacy' system where attacking a faction's enemies makes them friendly or something...

We'rent Buffaloes rare as ***?I only saw 3 so far.

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ciago92

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3485 on: April 03, 2014, 11:22:38 PM »

Is it possible to create a hard mode right now? Or is that something Alex would have to code in? Cuz I get some of the complaints of easiness but at the same time I do feel you've got a nice balance right now
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HELMUT

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3486 on: April 04, 2014, 08:39:27 AM »

Would be cool if we could know what other mods version UsS is using, i was a bit sad to see BRDY's Imaginos lacking its recent upgrade.

Anyway, i played it for a while now. That was load of fun. The only thing i really noticed was that some faction never left their own systems. Mayorate never leave thought that may be because there's always a giant Ifed fleet hovering their jump point and blocking everything that try to get in or out (those d*ckbags screwed me over and over in my Mayorate campaign). Don't see much PACK and junk pirates either, aside from an occasional scout flying around. Never spotted Exigency out of their blackhole as well.

Also i was wondering, is it even possible to play a Nomad campaign? Their home system is on the edge of the sector, the supply and fuel cost to get from there to around Corvus must be insane! I haven't tried yet but given how i struggled already with a neighbor system, doing it with Normads must be crazy.

It would be good if factions had some features the void walkers fortress have. The most important would be the convert scraps to supplies (also why those useless green crew give almost nothing when thrown in the meatgrinder? That would be so convenient!). Starting with a faction seems easier as you can get quick ships and weapons but later the supply cost prevent you from growing.
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Roddy Mcrizzle

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3487 on: April 06, 2014, 01:50:44 PM »

Anyone have suggestions on starting? I am having a terrible time getting up and running. I went to the voidwalkers right off the start, but it makes every faction hostile so I can't go anywhere without fleets 10x my size accosting me. I can handle the little ones, but the big ones are just as fast as me.

Any tips would be appreciated.
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HELMUT

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3488 on: April 06, 2014, 02:38:05 PM »

Starting first with a faction seems easier to me, you can directly buy ships and weapons for your fleet. When you have one or two destroyers and start having trouble dealing with the supply cost, you can leave the faction and take the voidwalker station (don't forget to take all your stuffs you left at the previous station or else it will be lost).

The easiest to me was to start with a low-tech faction. Supply cost won't penalize you as much as higher-tech factions like BRDY or TTs. Getting an early carrier with a bunch of Talons and Thunders (Thunders are good enough bomber early to mid game, Talons to swarm the enemies ships, Foxbats are pretty good cannon fodder too.) can give you easy victories against most enemies. The good thing with fighter is that you won't lose them even if they get destroyed during the battle, which is a huge deal as losing even one frigate hurt a lot. You won't level up as fast though (as losing ships give you additional exp).

I like to get my early skill points in technology, getting Navigation perks is pretty much vital as everyone will try to murder you. Computer systems and mechanical engineering also give your fleet some precious OPs for your ships. Construction is good too, especially if you field a lot of low-tech fighters. Don't get field repairs as it will drain your supplies faster, trying to repair your ships. It's usually better to avoid combat until you get back to your station for repair.

You'll also be forced to take leadership after you reach a certain amount of ships in your fleet. Fleet logistic is absolutely needed, the two others, not so much.

I usually don't like the combat skill tree. Sure it will make your flagship an absolute monster but it won't benefit the rest of your fleet and you can't solo most fleets, especially early game when you don't have a lot of perks.

Also choose carefully your targets. Pirates and independents are easy prey early game as their ships aren't very armed or shielded. Low-tech factions are usually without surprise while high-tech tends to have toys very hard to deal with (phase ships, teleporters...) at the beginning.
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Roddy Mcrizzle

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3489 on: April 06, 2014, 10:27:42 PM »

Thanks for the advice. It was a great help.
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sirboomalot

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3490 on: April 07, 2014, 05:05:44 AM »

Using the latest download link posted in this thread, and I believe the Void walker station is STILL eating weapons when you have too many. Having just returned to the station with quite a bit of loot and weapons, I noticed that I had 3 exigency corp Sidewinder missile launchers already in the station, and queued up several missile ships to be constructed in order to wield them. After dumping the loot and waiting for the new ships to be constructed, I immediately went into the refit screen, only to discover that the missiles I was after had disappeared.
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Uomoz

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3491 on: April 08, 2014, 10:22:53 PM »



YAY! You can now actually CHOOSE what pinata field in battle!
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Nanao-kun

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3492 on: April 09, 2014, 12:40:20 AM »

YAY! You can now actually CHOOSE what pinata field in battle!
Awesome.
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Uomoz

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3493 on: April 09, 2014, 04:07:28 AM »



Also ship per ship custom combat AI!
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mendonca

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3494 on: April 09, 2014, 06:24:20 AM »

Oh wow!

That is cool.

-

On Us S in general, have you given any thought to 'generalising' the faction specific ship parts?

e.g. Reinforced Federation Plates, which I pick up on occasion when I flit out to the 'south' side of the Sector, are pretty useless to me, because I don't have any useful federation blueprints.

I guess, I'm concerned that the specificity of the parts makes having to 'Farm' that faction as the only solution to making more ships - particularly when Walking t' Void. Sometimes I don't want to do that.

It might be nicer if there was a bit of synergy to some of the specific parts, particularly the more 'generic' (at least in terms of lore) factions (or ships?)

e.g. Junk Pirates and IFED are, as far as I can tell, pretty normal in terms of engineering. It might be reasonable to be able to make them from 'normal' (hi / low / mid) parts.

SHI and BRDY are a bit specialist, perhaps its reasonable to keep these separate - especially the headliners like the Desdinova or Imaginos (or even the relatively specialist Seski).

Would make accidental blueprint gains more useful (whether that is a good or bad thing), especially if the intention is to reduce the frequency of blueprint drops.

The thought occured to me, anyway, not sure if you had thought about anything like that :) (and I appreciate it would be a lot of work to replan)
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