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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1328701 times)

Wild Card

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2655 on: April 07, 2016, 09:05:32 AM »

Hey DR , what do you plan to do with the ships that you removed from the 3.5.0 ? (if anything)
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Dark.Revenant

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2656 on: April 07, 2016, 09:08:22 AM »

A few might be used for IBBs, but mostly it cleans up unnecessary ships, ships with broken mechanics, and leaves more time for making the remaining ships better.
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Taverius

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2657 on: April 07, 2016, 09:15:58 AM »

I won't lie - I'm gonna miss the mobile HQ. All other concerns aside it was damn handy. Locomotive was also handy.
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No faction is truly established without a themed Buffalo (TAG) variant.

Drglord

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2658 on: April 07, 2016, 10:29:16 AM »

Okay how do i remove that new soft cap which is kinda stupid since you can't even field a fleet of destroyers?
Also it says edit ssp_options.ini but there is no such file?

You could easily have fifty destroyers in your fleet, dude.  Do you have no points spent on Leadership?

Yeah i had no points i guess i will see how it goes with maxed out the leadership skill
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isaacssv552

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2659 on: April 07, 2016, 10:32:39 AM »

Why is Mobile HQ being removed? I really like the trade-off between various logistical concerns. (Sensor profile, speed, supply/fuel consumption, having less space for combat ships, whether to deploy as support or use solely for logistics.)
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Taverius

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2660 on: April 07, 2016, 10:39:40 AM »

At a guess because it lets you bypass the downsides of ships balanced in part by being out of commission after a single fight.
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No faction is truly established without a themed Buffalo (TAG) variant.

Nbirdsallxp123

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2661 on: April 07, 2016, 10:51:32 AM »

Hello. just a minor observation: the vindicator's description calls it an anvil in relation to the dominator, Whereas I'm pretty sure it is more of an offensive unit, aka a hammer.
      I truly enjoy this mod and keep up the good work!
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isaacssv552

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2662 on: April 07, 2016, 11:09:22 AM »

At a guess because it lets you bypass the downsides of ships balanced in part by being out of commission after a single fight.
Maybe, but you have to pay for the supplies, and the mobile HQ will run out faster if you use those sorts of ships. You could offset the increased speed of HQ depletion by buying more or bigger, but that comes with its own downsides in the form of increased cost, sensor profile, and fleet size. The cost of adding addition HQs is actually increased by the soft cap because they'll count against it without adding much combat strength or as much cargo/fuel capacity as a freighter/tanker.
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Sy

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2663 on: April 07, 2016, 11:23:05 AM »

Maybe, but you have to pay for the supplies, and the mobile HQ will run out faster if you use those sorts of ships. You could offset the increased speed of HQ depletion by buying more or bigger, but that comes with its own downsides in the form of increased cost, sensor profile, and fleet size. The cost of adding addition HQs is actually increased by the soft cap because they'll count against it without adding much combat strength or as much cargo/fuel capacity as a freighter/tanker.
even if the Mobile HQ isn't overpowered by itself, due to it's costs and downsides, it still screws with the balance of other ships. and sure, you still need to pay for the supplies used, but that's always the case, with or without HQ. an important part of what lets some special ships be balanced is (conceptually) their unreliable hardware and (mechanically) their poor CR-related stats.
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Dark.Revenant

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2664 on: April 07, 2016, 11:50:35 AM »

That and major accident-related bugs and supply cost inaccuracies caused by them.
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EvilWaffleThing

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2665 on: April 07, 2016, 01:25:22 PM »

Was it this mod that used to have a gigantic low tech pirate capital called the "Parrot"?
I can't remember where that ship came from. I used to love that thing and want to find it again.
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HELMUT

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2666 on: April 07, 2016, 02:39:27 PM »

Was it this mod that used to have a gigantic low tech pirate capital called the "Parrot"?
I can't remember where that ship came from. I used to love that thing and want to find it again.

Ah yeah, the Parrot, the beast have aged pretty badly through the Starsector updates.



It was originally from the old Starsector plus mod that died long ago. Doesn't works anymore, obviously.

http://fractalsoftworks.com/forum/index.php?topic=3893.0
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Marcus Garvey

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2667 on: April 07, 2016, 10:02:24 PM »

What a relic from the past
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ANGRYABOUTELVES

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2668 on: April 07, 2016, 11:02:56 PM »

I'm also going to miss the mobile HQ hullmod, if only because it was part of what made fighters good in SSP. If you could tank the crew loss and had enough mobile HQs, you could lose every single replacement chassis every single battle and get them back immediately after the battle ended. It went a long way towards making fighter-heavy fleets viable in the post-officer universe.
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Dark.Revenant

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2669 on: April 07, 2016, 11:39:53 PM »

I'm also going to miss the mobile HQ hullmod, if only because it was part of what made fighters good in SSP. If you could tank the crew loss and had enough mobile HQs, you could lose every single replacement chassis every single battle and get them back immediately after the battle ended. It went a long way towards making fighter-heavy fleets viable in the post-officer universe.

Wing Command nearly doubles your fighters' effective hull/armor/shields.
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