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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: [0.8a] Starsector+ 3.7.0  (Read 1325249 times)

Adraius

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1575 on: October 03, 2015, 03:52:30 PM »

I've been going after these new bounties, which has turned out more frustrating than anything, because the rate of capture is just as stupid as before (even with the easier boarding marked as true).
Uh, really?  I play with Rare Ships+Expensive Ships+Easier Boarding, and I'm doing great - I fail maybe one in five boardings.  The mod doesn't help with the chances of ships being salvageable as far as I know; the rate seems pretty generous to me in normal battles, though it's different if there's one particular ship you want.
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Takion Kasukedo

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1576 on: October 03, 2015, 05:16:39 PM »

Also, amusing bit: One of the mod ship bounties was Gerard Butler.  I chuckled.

Heh, Witcher, eh?

EDIT 01# Oh, I see...
« Last Edit: October 03, 2015, 05:18:45 PM by Takion Kasukedo »
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

MesoTroniK

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1577 on: October 03, 2015, 05:20:31 PM »

Regenerating flaregun ammo would be fun to use as a weapon in itself.  If flares hit hull, they do stupid amounts of damage...

They deal a lot of EMP damage, but not much conventional damage.

TheHengeProphet

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1578 on: October 03, 2015, 08:52:16 PM »

Interesting, 10 fragmentation and 100 EMP from the flare gun, but 150 fragmentation from the flare burst launcher.
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Dark.Revenant

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1579 on: October 04, 2015, 03:19:16 AM »

[He-Who-Must-Not-Be-Named] can use the Trebuchet.

For the Arachne, ask Cycerin.

For the Phalanx, ask MesoTroniK.

For the Kestrel, ask Tartiflette.

For the Archer, ask HELMUT.

I can't tell what the one on the bottom is from.
« Last Edit: October 04, 2015, 04:26:02 AM by Dark.Revenant »
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Cycerin

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1580 on: October 04, 2015, 03:28:31 AM »

That's just an Arachne with some extra meat tacked on to it, dude. If you are going to make a kitbash, at least try to hide what you're doing.
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Tartiflette

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1581 on: October 04, 2015, 03:44:09 AM »

It's fine by me for the Kestrel (that ship is barely a bash anyway ><)
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HELMUT

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1582 on: October 04, 2015, 04:20:08 AM »

I can't tell what the one on the bottom is from.

It's the Archon, by Cycerin.

Personally i'm completely okay with you using my sprites for kitbash.
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Serenitis

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1583 on: October 04, 2015, 07:45:14 AM »

I have a small suggestion to make: can the Flare Gun and Flare Burst Launcher have regenerating/reloading ammo a la Sabots?  At first I thoughts these would be pretty useless, but after trying them out I actually quite like them on some ships - but it's awfully hard to justify using an anti-missile weapon that's liable to run out of ammo before the attacker's missiles do.

I've changed these two things to have reloading ammo myself, and I can confirm that they are actually useful and desireable once you no longer have to ration them.

Regenerating flare launchers alone make Wolf(D)s actually useable.
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CrashToDesktop

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1584 on: October 04, 2015, 07:47:54 AM »

I've changed these two things to have reloading ammo myself, and I can confirm that they are actually useful and desireable once you no longer have to ration them.

Regenerating flare launchers alone make Wolf(D)s actually useable.
Thing is, wouldn't that just completely nullify the point of the Flare ship system? :P
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Adraius

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1585 on: October 04, 2015, 11:43:15 AM »

I've changed these two things to have reloading ammo myself, and I can confirm that they are actually useful and desireable once you no longer have to ration them.

Regenerating flare launchers alone make Wolf(D)s actually useable.
Thing is, wouldn't that just completely nullify the point of the Flare ship system? :P
Just noticed a couple hours ago that the ship system versions DON'T have unlimited ammo... I thought at least the Phalanx did?  Frankly, I think those ships should be altered to have regenerating flares as well.
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Serenitis

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1586 on: October 04, 2015, 12:17:41 PM »

You can change the ship systems to regenerate also. (You can have drones regenerate so they're actually useful.)

Regenerating flares don't really affect the ship systems though. Ships with built-in flares don't need them, and all the others have to pay a weapon slot and OP to use them.
It balances itself.

[edit]
Success!

Caught my first mod-ship, and it was the one I had wanted from the start.
On the 3rd attempt I was blessed by the RNG.
Spoiler


It's like a Sunder. But with more missiles, more cargo space, and hearts all over it. It is actually not a bad ship at all. And it's so
[close]
« Last Edit: October 04, 2015, 12:35:20 PM by Serenitis »
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Dark.Revenant

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1587 on: October 04, 2015, 01:26:48 PM »

The Flare Gun already comes with twice as much ammo as the ship system, and is a whopping 1 OP (zero if you have Optimized Assembly).  It's super cheap; it shouldn't be an incredible point defense weapon on its own (seriously, it can block weapons fire and do EMP to ships), so the downside is that it uses ammo.

Same story with the Flare Burst Launcher.  It's an extremely good PD weapon - the best anti-missile weapon in the game.  Unless your enemy shoots from point blank or uses rockets, it will attract and destroy just about every missile fired at you.  The main downside is it has limited ammo.

You shouldn't need to ration these weapons much; they have a custom AI that uses them smartly and doesn't waste them trying to shoot enemy ships.
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OOZ662

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1588 on: October 04, 2015, 02:56:54 PM »

It's a little weird that the boss Atlas and the Imperium's heavy freighter are both named "Leviathan."
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It is law that any specific ship you want will not be available. If it is available, it will be gone by the time you're capable of buying it.

TheHengeProphet

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1589 on: October 04, 2015, 03:07:15 PM »

On that note, any idea on how much damage the phalanx's and/or afflictor's flares do?  I've actually been destroyed by both when I didn't realize my armor had been stripped...
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