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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: [0.7a] Citadel v0.8.3  (Read 263037 times)

Ratheden

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Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
« Reply #180 on: December 09, 2014, 04:47:51 PM »

The following will sound like i am whining, but I am just looking for some advice.
Spoiler
I have been in Citadel star system for 2 weeks in game, and find it difficult to rack up some standing, my first 4 days in system was quite, then a large pirate fleet spent 2-3 days killing everything in-system, but me (i ran).  4 More days with out pirates, then a set of 3 small guys, only managed to catch one, the selling the loot then buying supplies was killer (trade disruption due to large fleet, 334 supply cost). During the last 6 days 5 pirates to fast to catch, and then the supplies ran out.  I should mention I only play the extra factions in SS+.

This is the 3rd time I have tried to start in Citadel space, can i assume it is a bad idea to start there or has it been 3 times bad luck?
[close]

Okay crying time over, starting there put aside, I love the Citadel faction. Their build suits my play style.  Faction raising later in game is not so bad, just time consuming due to slow pirate spawn and they are not visited by their enemies. 

As a suggestion, would you be willing to add another system, to allow Citadel to come into contact with the Hegemony and\or Sindrian Dikat or have them occasionally attack Citadel?

Thanks for a great mod,
Ratheden
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FasterThanSleepyfish

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Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
« Reply #181 on: December 09, 2014, 06:30:31 PM »

The following will sound like i am whining, but I am just looking for some advice.
Spoiler
I have been in Citadel star system for 2 weeks in game, and find it difficult to rack up some standing, my first 4 days in system was quite, then a large pirate fleet spent 2-3 days killing everything in-system, but me (i ran).  4 More days with out pirates, then a set of 3 small guys, only managed to catch one, the selling the loot then buying supplies was killer (trade disruption due to large fleet, 334 supply cost). During the last 6 days 5 pirates to fast to catch, and then the supplies ran out.  I should mention I only play the extra factions in SS+.

This is the 3rd time I have tried to start in Citadel space, can i assume it is a bad idea to start there or has it been 3 times bad luck?
[close]

Okay crying time over, starting there put aside, I love the Citadel faction. Their build suits my play style.  Faction raising later in game is not so bad, just time consuming due to slow pirate spawn and they are not visited by their enemies. 

As a suggestion, would you be willing to add another system, to allow Citadel to come into contact with the Hegemony and\or Sindrian Dikat or have them occasionally attack Citadel?

Thanks for a great mod,
Ratheden


Heh, no worries about complaining. The Citadel star system is pretty hard to start off in, and indeed pirates and trading are the obly ways to improve your standing with them.

To fix it, I guess I can add Hegemony bounties/named bounties to make it easier to improve standing while away from Citadel, while improving the in system pirate market would generate more fodder.
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Ratheden

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Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
« Reply #182 on: December 10, 2014, 11:44:34 AM »

I have finally got a bounty involving Citadel, an assassination.  The Sindrian Dikat put up the assassination bounty on a Citadel Admiral? I forget the rank, but it was odd as I had been in SD's star system and never saw them attack.
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Dark.Revenant

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Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
« Reply #183 on: December 10, 2014, 01:14:38 PM »

I have finally got a bounty involving Citadel, an assassination.  The Sindrian Dikat put up the assassination bounty on a Citadel Admiral? I forget the rank, but it was odd as I had been in SD's star system and never saw them attack.

That's from SS+; factions can put up assassination bounties on their enemies.
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Ratheden

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Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
« Reply #184 on: December 12, 2014, 07:06:27 AM »

SS+ is my most played mod, that and most of the mods that are integrated.
I rarely see assassinations being given, that day I had two, it is a nice feature.


In Citadel there is a nice heavy fighter, the Mako, to me it behaves oddly, as it swings from side to side and often doing a full 360 turn sometimes right in front of the enemy.

Is this intended? or is it due to weapon arc's and the cpu trying to keep all weapons on target(shot in the dark guess)?  Just found it to be a little odd, first time ever that I have seen a Mako.
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FasterThanSleepyfish

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Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
« Reply #185 on: December 12, 2014, 07:44:19 AM »

The fighter AI behaves in a strange manner, I cannot really tell you why it swerves randomly. If I recall correctly, the ASSAULT tag in the wing.csv should make it charge the enemy head on and keep itself fixed on the enemy, but maybe its already designated as such. 
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Ratheden

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Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
« Reply #186 on: December 12, 2014, 09:26:30 AM »

Odd indeed. Thanks for letting me know. 
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Velox

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Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
« Reply #187 on: December 16, 2014, 02:17:40 PM »


A couple of notes on the Porter-class, after following one around a battle in a needler/beam-equipped Medusa - I think this one needs some adjustment.  The bastion shield on a ship that can duck out of combat at will to vent flux makes it nearly un-killable, and really screws with allied AI.  Also - I like the idea of a dedicated point-defense escort, but despite the description you can fit it with three forward-facing assault guns or a railgun and pair of torpedo racks (!) - and that's on top of the two 7-point built-in shield breakers.  Changing the fittable slots from universal to ballistic might help but I think the number of slots/OP probably need to come down and the bastion definitely has to go.  Maybe three slots, 12-15 OP, and an ammo feeder to keep the firepower up?  Either that or just pre-define all of the weapons as your choice of PD and leave it at that.  At any rate, right now it's kind of a floating billiard ball that's far too hard to kill and far too threatening to ignore, even if you're not a missile/fighter.
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FasterThanSleepyfish

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Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
« Reply #188 on: December 30, 2014, 08:35:37 PM »

Sorry it took me so long to reply!



A couple of notes on the Porter-class, *snip*

Yeah, the Porter and the Bastion shield itself are both getting an overhaul. There is also a new frigate which should replace what the Porter cannot should not do (assault/general combat).
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Silver Silence

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Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
« Reply #189 on: January 06, 2015, 06:54:21 AM »

These ships have come quite a ways from the triangular ones you started with.
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FasterThanSleepyfish

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Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
« Reply #190 on: January 06, 2015, 05:23:21 PM »

To be honest Silver Silence, I feel the current art has lost my original vision of craft built from interchangeable and mass produced triangular-ish parts (they could have looked good, but they just weren't done well), but the later assets do a better job of blending in with vanilla.
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Silver Silence

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Re: [0.65.1a] Citadel v0.7.4b - Full Integration! [11/15]
« Reply #191 on: January 07, 2015, 01:58:24 AM »

Blending in with vanilla is entirely up to you when we have the Mayorate looking quite clearly like 3d models viewed from above and before them, the geometric amalgamations of the IFed.
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FasterThanSleepyfish

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Re: [0.65.1a] Citadel v0.7.5 - Some Elbow Grease for the New Year[1/26/2015]
« Reply #192 on: January 26, 2015, 09:23:40 PM »

Hey everyone!


The runt of the pack

Here is the first polish release of the new year! Woo!
Spoiler
Code
~SHIPS
+New Rondure class frigate. A more stereotypical jack-of-all trades frigate.
-Added "High Maintenance" hullmod to Nova.
-Added "High Maintenance" hullmod to Conduit.
-Bastion Shield has been changed so that it will deploy immediately for 5 seconds. Still powerful, but requires some careful thinking to use.
-Buffed Vixen Drone's shield and speed

~WEAPONS
-Nerfed Conduit's main weapon charge range.
-Buffed all Blitz Torpedo tracking/turn speed.
-Reduced Heavy eFlak's charge regeneration rate.
-Buffed Plasma Projector from 300 damage per shot to 500 damage per shot
-Buffed Meteor missile: Faster projectiles and a very slow ammo regeneration.
-Diode has slower ROF. Balance of stats is roughly the same though.
-Plasma Blaster now fires slower and has an interruptible burst.
-The Siege Beam (you are lucky if you find this) can now turn slowly.
-Revolver AC fires slower yet more powerful volleys. Reduced to 4 OP from 7 OP.

~MISC
+Flux Aligned Engines now gives you ship a significant engine boost when overloaded/venting.
*Planet/Station Illustrations would not show up
*Missing market descriptions.
*Citadel flag becomes red/black
[close]

Download:

I would very much like your opinion on the speed boost Citadel ships receive upon overloading/venting!


edit: The Rondure's description is completely missing- will fix in the next super-fast update

« Last Edit: January 27, 2015, 07:11:09 AM by Foxer360 »
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JohnDoe

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Re: [0.65.1a] Citadel v0.7.5 - Some Elbow Grease for the New Year[1/26/2015]
« Reply #193 on: January 27, 2015, 07:18:52 AM »

It might be best if you could put all the contents of the zip file in a folder.
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FasterThanSleepyfish

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Re: [0.65.1a] Citadel v0.7.5 - Some Elbow Grease for the New Year[1/26/2015]
« Reply #194 on: January 27, 2015, 08:44:07 AM »

Oh, my bad. I'll fix that right now  ;D

Spoiler
Download:
(the front page and the first update post will also work)
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