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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Florian

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1
General Discussion / Re: 10th Starsector AI Fleet Building Tournament
« on: June 16, 2020, 01:34:02 AM »
Thank you ! =)

2
General Discussion / Re: 10th Starsector AI Fleet Building Tournament
« on: June 15, 2020, 10:22:48 PM »
Hi and thanx for this entertainment  ;D

I would like to fly some ships showcased in the waves, but i can't find the mod where they belong.

For example, where the Cassowary come from ? Or the white & red ships of wave five.

Could please make a short list of the mods used for the waves ?

3
General Discussion / Re: List of immersive mods
« on: June 15, 2020, 09:56:37 PM »
@Morrokain

Well, some Mods offer really awesome ships that could blend well in the universe, BUT some of them also have portraits / music / decorations that ruins the immersion.

For example, Imperium ships: okay, i find them great IMHO. Oh wait ! Space centurion with space brush helmets ?! Hmmmm not fond of...  ;D

By the way, how do you "remove" custom portraits from a faction mod ?

4
Mods / Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« on: November 30, 2019, 04:05:37 AM »
Not a very useful post but... Thanx a lot for the mod !

It blends PERFECTLY into the universe. It's insane.

I really like the "continious barrage" weapon design.

Regards.

5
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: November 29, 2019, 04:22:26 PM »
"Diable capital carrier isn't going to happen"

Spoiler
A carrier with blue flame engines, flicker core and orange red stripes (and a bit whitened hull). It suits me ferpectly alongside a Gulf.


Original sprite from Tahlan Shipyard.

[close]

What about a side faction of diable, that you began with the "IBB Gulf" ? 

*Glamorous Stare*

6
General Discussion / Re: Feedback from a new player
« on: November 24, 2019, 06:08:32 PM »
Hi.

I also felt this frustration in my firsts games, so i understand you 100%.

- supplies & fuel -> get comissionned as soon as possible = free money (try Nexerelin mod also)
- infinite run -> there are counters to this. But i agree, it is not wise to confront beginners to this kind of combat
- punishment -> F5  ;D



7
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.10b
« on: November 24, 2019, 05:55:08 PM »
1) not really, but I've been trying to reduce that aggressiveness somewhat

2) nope

3) they should work fine with Nex. Will check their settings again, just to be safe, though

4) if you mean as blueprint drops, then yes, pretty much all of them can drop as blueprints. Exceedingly rare, though

Hi.

I really enjoy your mod.

Howewer, i must agree with Xucthclu
- In Nexerelin, Legio Infernalis and XV battle group don't go to war. They just sit in their home system. LI gives missions tho.
- The doominator don't use its warp engine properly. Don't know if it's your mod fault.
- LI AI makes me laugh a lot with burn drives (sometimes not, i'm playing a campign with them) >>>  "LOL IMMA RAM THEM" exactly this ;D followed by "almost" poink blank volley of torps on an overcharged ship (the Hresvelgr LI is insane with diable avionics wanzers, aggressive officiers, anti shield "PD", a couple of sabot and 4 torps). It's so violent, it makes Starsector a PEGI 18 game.  ;D

I would really enjoy a complete faction mod based on Legio Infernalis (aside the stats of the ships, i love the design). 8)

8
Mods / Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« on: November 23, 2019, 06:47:18 PM »
There is a lot of work in the ships design, balance and everything. However, some features don't blend well and break immersion IMHO, those are Musics and Portraits.


9
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« on: November 18, 2019, 05:11:46 AM »
The ships are beautyful (IMHO), however i uninstalled this mod for some  reasons:

- the background image of the neutrino system has a lot of details. The system itself is full of asteroids. I'm almost epileptic because of that (almost)  :D
- some sound effects are terrible. The PD red laser for example sounds like a BIOS error. Some sounds are too loud and don't bled well.
- some weapon effects are meh. They also don't blend well with the game.
- the fleet feels very weak. They also are easy to beat when they are on the ennemy side. Don't know why...


10
Thanx  ;)

However, i guess i found a way to prevent abusive early invasions: harassing easy targets (fast pickets, convoys, planets without combat stations) while avoiding "armadas". Ennemy war weariness score goes up = they want peace = rep "almost" reset,  then everybody is happy.  8)

11
General Discussion / Re: Medusa best "Frigade"?
« on: November 14, 2019, 03:47:53 AM »
Hi

What is a DE and an ITU ?

12
General Discussion / Re: Some questions about "commander" gameplay style.
« on: November 13, 2019, 07:48:25 AM »
Quote
Anyways, along with whatever everyone else wrote, you can make your ships like your "strike frigates" much more aggressive by giving them safety overides or by assigning a reckless officer on them. Then they will try to empty their missiles, even on non-fluxed shields.

I'd need many, many officers then  ;D (too many in fact).

PS: coordinated bombing run isn't OP, it makes sense IMHO.
It highlights the lack of heavy PD ships (real life destroyers) / intercepor carrier that can protect allied ships from bombers with a propper IA (see suggestions).
But balance wise, ok. I understand that it must be nerfed.

Ships should also coordinates theyr salvo in order to overflux shields, but that's another story.  ;)

13
General Discussion / Re: Some questions about "commander" gameplay style.
« on: November 13, 2019, 03:19:05 AM »
Quote
You can force frigates to be missile trigger-happy by grouping missiles with a "rangefinder" weapon like a tactical laser. Tactical laser shoots, missile volley follows. (Turn off Alternating.)

Wut ?!! I will definitely try that. It would we awesome if it works !

Quote
Oh, and the enemy AI definitely focus fires your flagship at every opportunity, skill or no skill

I never noticed that. Sorry but when i mean "focus fire", the victim look like a christmas tree. The AI never inflict such concentrated violence on a single ship.



14
Suggestions / Max fleet limit, AI roles, loot...
« on: November 13, 2019, 03:01:25 AM »
Fleet cap design

ATM you can have 30 ships (i guess). No matter the role, no matter the size of the ship. It results in a loss of diversity: since you're very limited in the amount of hulls, the best choice is to put a decent amount of deployment cost in each hull (not entirely true, but...). 

I believe the following should add a little bit more variety:

- a fixed number of capital, cruisers, destroyers, frigates... Depending of the commander level and can be improved by skill level. Could be tuned by fleet doctrine (more frigates VS more capitals) but still limiting the amount of cap ships (you can't tilt for a full slug fleet).
- The number of ships in each category is computed from deployement cost instead of hull count. To allow low cost ships spamming instead of picking the priciest heavy hitters in each category. 
- officers can have "fleet commander" skills that let you have more hulls in your fleet. However, the ships under the officer command stick together on the battlefield (wich can be an intereresting strategic option).

Adding "AI" rĂ´le to each ship
ATM, i guess, combat ships without officers are steady and civilian ships are timid. The battles are a mess (still fun) but with a quite poor stategic level.

I'd like to fine tune each ship in order thet it's AI match its ship loadout.

In addition of the existing AI stances (timid, reckless...) i'd like to add "missions" or "role" like:
- anti missile / drone : the ship will position itself on the frontline and prioritize it's escort duty over attacking another ship. Also will prioritize torps>bombers>missiles>fighters and use its weapons / interceptors wings accordingly.
- strike : the ship will deplete it's ordnance as fast as possible, then retreat. Fast ships should now have a usefulness. May lead to balistic and energy weapons with ammunitions too (like oversized weapons on small mounts).
- anti *hull type* (frigate - destroyers - cruiser). The ship will aim in priority the designed hull type, then the nearest hull type, according with it's primary stance (aggressive, steady...). Now you can equip a cruiser for anti frigate duty, with accurate weapons, and frigates with torps for anti capital strikes... And no more carriers launching bomber run against frigates.... 
- assault X (where X is code like green - blue red). Every ship with the same "assault code" try to stick together. When you give an eliminate order, they all ships with the same assault code will focus fire.

Of course, it would be great if AI fleets use this.

Rare lewt
Add uncommon/rare/unique weapons and hulls without blueprints that may drop in exploration trips. May also work with unique officers/admins/planets too. The IBB unique ships is already great in that way...
Add a different background color or something to differenciate rare stuff on the first look. Those items with bonuses may be procedurally generated from regular stuff, with just adding bonuses.

That's all for now  ;)

15
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: November 12, 2019, 12:21:18 PM »
Hi there! Please don't use special characters to get around the word filter.

Hi. I haven't tried to get around the filter.

Sorry if i made something wrong.

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