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Starsector 0.98a is out! (03/27/25)

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Messages - prav

Pages: [1] 2 3 ... 40
1
Suggestions / Re: Standing orders as part of the ship refit
« on: Today at 05:29:16 AM »
Just a simple tickbox for "retreat when out of PPT" would be fantastic.

2
I don't think Perditions or Tridents need a speed boost, though Tridents could probably use some other boost. Periditions on the other hand are pretty good, by bomber standards. But then, fighters and carriers suck overall, so maybe some more general solution is called for?

As a plug, my prv Starworks has a Plasma Burn fighter that also launches speed-bosted torpedoes, the SkrÄl Wing, if you're curious about how it'd work out. I like to think it's neat. Try the console command addwing prv_skral_wing if you have trouble finding LPCs.

(dev note: boost fighters need very good turn rates, and an AI that lets them boost out - otherwise they just suicide in and die)

3
Suggestions / Re: Pegasus officer AI
« on: May 19, 2025, 05:54:10 AM »
This is a problem that comes up in modding too - the AI is way too eager to fire Energy-damage Strike missiles at healthy shields. I suppose it can be a bit tricky to draw a line on what's fair usage - energy damage weapons should be fine to use against shields, after all. A FIRE_LESS_VS_LOW_FLUX tag to special-case it, perhaps?

I'm not sure if magdumping the first dunce to come within range is actually that ineffective though. Starting the snowball early has a lot of upside, even if you run out of ammo later.

4
Suggestions / Re: Skills should be reworked.
« on: May 17, 2025, 04:31:49 PM »
With fighters I would say it isn't the skills that are underwhelming

I'd flip it around and say skills are overwhelming. Or one is, anyway - Point Defense's damage boost against fighters is massive. Could stand to be cut to +25% vs fighters tbh.

5
Suggestions / Re: Swap OP of Onslaught(XIV) and Legion(XIV)
« on: May 16, 2025, 08:49:05 PM »
Onslaught having enough OP to fit everything you want and more is a good and charming property for the ship that should not be removed. Yes it's too strong, but this is not the right nerf.

And don't give me that "just use fighters for PD", the fighters evaporate 3 seconds after the battle starts because they hang out right in front of your ship where all the incoming fire is.

This sounds like a fighter issue rather than a Legion issue.

6
What about highlighting which planet exactly nascent jump point belongs to if you have nav buoy inside the system? Would make it easier to smuggle things a little.

This should be the case by default just to save some hassle - if you have visited the system you can already figure out which point corresponds to which planet just by opening the system map and comparing the planet positions to the HS points. Third from the sun at 3 o' clock in system matches third from the sun at 3 o' clock in HS.

7
Squall uses on-hit damage, so this won't scale with Missile Specialisation or anything for that matter I presume

Squall on-hit modifies the base damage.

8
We have all seen the death, the misery, the destruction, wrought by the infernal energies of weapons forged by the hands of man! Particle lances and blasters that oppose the very existence of matter, derived from obscure formulas and arcane sorcery. Woe is upon us all from these hateful creations! And now they have found the hiding place of the Devil himself, and think to channel his power!

I say to thee, those who employ the energies of these wicked emanations, these demons of the abyss, the dark djinns of the nether, shall surely be condemned for all eternity!

9
Suggestions / Re: Make Pilum and Salamanders Composite Weapons
« on: May 11, 2025, 05:00:42 PM »
A massive range decrease and conversion from explosive to fragmentation, in exchange for a second faster stage triple missile hp and EMP damage (barely higher than a single ion cannon shot at least it has a chance to pierce so there is that i guess?) is a big spoonful of mixed feelings. At least the second stage is nice even if it breaks my heart to see the pilum just run out of fuel before managing to deploy the second stage.

It's losing HE that hurts the most, by the time something is stripped enough to care about Pilum damage it was dying anyway. And sure, the old Pilum got cleaned up by even light PD, but when it got through it actually did significant damage.

Maybe I should try it as 2-stage with something like 150 HE / 0 EMP instead.

10
Suggestions / Re: Make Pilum and Salamanders Composite Weapons
« on: May 11, 2025, 02:26:46 PM »
After many hours of gameplay with the new version, I still liked the old Pilum better.

11
General Discussion / Re: New stuff on the simulator
« on: May 11, 2025, 11:55:17 AM »
soo, how do i add them in?

starsector-core\data\world\factions\threat.faction
starsector-core\data\world\factions\dweller.faction

flip
Code
"showInSimulatorDevModeOnly":true,
Make a minimod of it if you care to.

12
General Discussion / Re: What made me quit this run.
« on: May 11, 2025, 06:30:38 AM »
"Just cheat bro" is not a valid response to a complaint.

He explicitly asked for a mod and dev tools to solve his problem.

13
Plus it looks really cool with all those lasers going tick-tick-tick.

14
General Discussion / Re: What made me quit this run.
« on: May 10, 2025, 03:26:09 PM »
Code
addofficer personality level
Very convenient console command.

15
Onslaughts are pretty good.

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