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Messages - Cane

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Modding / Re: [0.95a] Explore the Galaxy 1.2.3
« on: December 19, 2022, 01:22:08 PM »
stableloc=3 only triggers if all three locations are empty; if any domain-era tech occupy a stable location, the system will be filtered out.

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Mods / Re: [0.95a] Adjusted Sector
« on: January 21, 2022, 01:10:36 PM »
For the life of me I cant get this to work the way I want it to. Remnant stations and Hypershunt spawns are not being changed even though there are more star systems being generated. I even tested this with no other mods running besides the Lib mods and console commands. I'm running the latest game version too. Anyone know what I can do to fix this?

I came here to post about the same problem: Coronal Hypeshunts remain at 2ish regardless of settings. Considering the increased size of the sector, finding one in a worthwhile spot is now pretty rough.

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My pleasure. =)

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Props to the artist David Baumgart for his good taste. <3 And skills. The portraits in Starsector are just really damn good.

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This is tied for my favourite kitbash mod of all time. The Constellation-class destroyer was my favourite starter ship for ages, and still holds a special place in my heart. Thank you for making it. You are, and will always remain, a legend.

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Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: March 14, 2021, 01:19:38 AM »
Changed how maximum number of ships in player fleet works:
  • Limit is 30, as before
  • Is now a soft limit and can be exceeded - can recover ships, buy them, etc
  • Penalties for exceeding it are harsh (more supplies used, lower speed) so it's not viable to exceed it for long
  • Once the player has 25 or more ships in their fleet, an indicator is shown in the fleet screen

I don't know if this has been discussed in the previous 57 pages, but didn't someone field the idea of making the fleet ship cap OP-based instead? That way you could field a larger fleet of frigates and destroyers if you wanted to, and only bring a few cruisers and capital ships. If you try to do that now you'll reach the 30-ship limit pretty quickly, whereas if you stick with the usual cap ship + cruiser exclusive lineup you always have a lot more room in your fleet for salvaged ships.

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I've been testing this mod in my current playthrough. Overall it's a beautiful mod, and some of the Polaris ships are absolutely gorgeous. The Celestial Object Scholar is an absolute standout.



So I went to test it, and I was fairly underwhelmed. I couldn't really find a build I was happy with, and I'm usually very good at this sort of thing. Has anyone found a good build for this that I've missed?

tl;dr: It's too slow to be a Battlecarrier, its burn drive of 7 is too low for a 20-OP cruiser, it doesn't quite have enough OP to go around.

Also the Subobject Bombers don't work at all--seem bugged.



I saw the large missile slot and 2x medium energy turrets and I thought, Safety Overrides. Let's have some fun. It's not really meant to be a Battlecarrier, but I've been able to use a lot of ships that way through clever loadout selection and I don't see another way to make use of those medium energy slots. Fill those with a medium-range high-DPS weapon, and the missile slot with either Sabots or a finisher, add Integrated Targeting Unit, and... there's not much OP left to work with.

For a build like this you want capacitors and vents, and then you can't really place anything in the fighter bays. I tried the 0-OP Subobject Bombers, which the info box claims is what the ship uses anyway. Except they don't do anything. The Subobject Bombers literally don't do anything. They just kind of hover near your ship without ever launching their torpedoes. Seems to be a bug.

So, okay, there aren't a lot of good 0 OP wings to choose from. I went with a few modded drones, but they didn't add much. I fought a few 20+ OP ships, and I spent a lot of time managing my flux in a way that I never have to do in other overdriven cruisers. It's too slow to flank properly, so it's always in the line of fire, and it doesn't have the capacitors to stay there. Strike Drone also costs a lot of flux to use and has a long cooldown, and I found myself either wishing they were off cooldown or being unable to use them at all because I couldn't quickly disengage to a safe distance.

As a final hurrah, I tried going with 3x Wasps to draw some more attention, but that's still 15 OP spent and now your max capacitors is 19. A few basic 25-OP cruisers in the simulator instantly overloaded me, so I went back to the refit screen, realized I hadn't even added PD to my ship yet, and gave up.



So I went for the fallback: Build it like a Mora or a Heron. Longbow + Trident + Trident, or Longbow + Scoralis + Scoralis if using Tahlan Shipworks. Add a Pilum or a finisher missile of some kind, add Expanded Deck Crew, Nav Relay, maybe Expanded Missile Racks if using something like Tornadoes. I also added a pair of Tac Lasers, but they didn't really get used much. Well, now it feels like a prettier Mora, and the AI actually wants to attack. Which is a benefit if your fleet is winning, and a problem otherwise. The Mora or the Heron are happy to stay in the back ranks, and assault from a much safer spot. The C.O.S. wants more DPS, and wants to get in range to use any lasers you give it. So, if it gets flanked by a cruiser, it's just dead, meaning you need to babysit it a fair bit more.

The next problem is that the Striker Drone active is not very effective against the kinds of fast cruisers you're likely to be up against in the early game, and it usually often misses. The AI is also not very good at using them, opting to send them in first rather than trying to hit the shields with Longbows first.

As for its competitors? Well, it's slower than the Heron--45 vs 80. The Mora is just as slow, but that ship has two missile slots. I think the Strike Drone is supposed to make up for a lot of that, but again, it's fairly ineffective against destroyers and rather uneven against fast cruisers.

So you give it a high-OP missile system to compensate, drop the missile racks and up the capacitors a bit, and even though it's mediocre, you convince yourself to keep the C.O.S. anyway because it's so pretty. And then you notice that your whole fleet is now much slower.

Wait. 7 burn drive? The thing has a top speed of 7? For a 20-OP cruiser hull? What in the world? Every single equivalent--the Mora, the Heron, the Eos from Ship and Weapon Pack, hell, every single Cruiser-sized Battlecarrier, everything has 8 or more.

So now you need Augmented Drive Field, because you're still in the early midgame where fielding 20 OP cruisers is useful, but your speed--the one good thing about early-game fleets--is gimped by this one ship. Now you have to drop Expanded Missile Racks, and drop the Capacitors by an additional 5, and if you're trying to run Longbow + Trident + Trident? Better drop Nav Relay, too.

I can appreciate a 20-OP ship not being better than a Heron because I do love that bird, but the C.O.S. doesn't quite work, design-wise, as a competitor. Here's the best build I was able to come up with, and I always wonder if I should bring a pair of Herons instead and enjoy that extra bit of Nav Relay.

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God, is it ever pretty though.

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Mods / Re: [0.9.1a] Hyperspace Network 1.6.2 - information services
« on: March 02, 2021, 11:47:43 AM »
This mod is a quality-of-life godsend, thank you! It's really well done, too. Usually, mods which rely on text options feel really clunky, but once you submit a query the ship information is presented super well. It's good stuff.

Quick question: The search results only show ships which are currently available in stores, correct? Because I think it would be useful if the mod could keep an eye out for certain rare ships that are currently out of stock everywhere, but will show up when one becomes available. Otherwise there's a lot of manual checking every so often.

One last thing: I went looking for a Charybdis-class Battlecarrier (from Shadowyards) by searching for Cruiser hulls and checking the "carrier: only" tag, and it didn't show up. It showed up when I excluded carriers. For determining ship type, does the mod not look for ships which have fighter bays?

Anyway, it's a fantastic mod, thanks for making it.

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Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: March 02, 2021, 10:47:14 AM »
I'm thinking of trying this mod in my next playthrough. I've been running Terraforming and Station Construction precisely for the terraforming aspect, and this looks like a fun alternative.

TaSC has the option to turn a planet into a cryoplanet, which is really good for Industrial Evolution's Supercomputer industry. This turned a pretty crap planet in my system with no real resources into a useful colonization goal. Will you ever add extra terraforming choices in the future?

Edit: I'm also slightly disappointed that the planet-creating ship isn't called the Titan. ;D
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Hi, this is my favourite faction mod by a very long way. Everything about Blackrock is fantastic, and I commend you for your work on it.

I have, however, found something you should be aware of. Someone else noticed the same thing, on the previous page, and it appears to have gone unnoticed, so let me reiterate it here.

The Vespa is completely overpowered. It offers the most powerful unguided payload available outside of the Cobra Bomber, and it does so at several times the speed of its Reaper-class rival. The result is a torpedo dealing 2500 damage (plus 1500 EMP damage) travelling at speeds high enough to catch destroyers.

This alone is very strong, though not enough to be overpowered. In fact, the Vespa bombers are balanced in most cases through the following drawback:

Their flight path takes them directly into danger, so you are more likely to lose them than you are most other bombers. Even if they don’t die, their flight path leads them far away from your carrier, making them take a lot longer than most bombers to return to the ship. As a result of Vespas dying and taking a long time to return, your fighter reinforcement takes a beating. If you field Vespas, you spend a long time waiting for them to be ready again.

Unless you use the Vespas on the Astral.

Now you have 12 Vespas travelling faster than any other bomber, launching torpedoes faster than any other torpedo, each torpedo doing more damage than any other weapon save the Reaper, each torpedo almost impossible to evade and which PD systems can’t kill in time, fielded on a ship that can teleport the bombers straight back after they have finished their bombing run, completely negating the only weakness that renders them balanced.

12 Vespas. Dealing 30,000 damage.

Two six-wing Vespa runs can kill an Onslaught from full shield and full health, and an officer-controlled Astral can land that 30,000 damage nuke over and over and over again.

This wasn’t playtested. It can’t have been.

To make the most of this broken combo, pair your Astral with a couple of lesser carriers using fighters and interceptors. These keep your Astral safe from enemy fighter wings, and they help by overloading the weapon and PD systems of your target enemy.

Well, at least you no longer have to Drover spam?

Anyway. Still, best mod ever. Sick work all around.

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