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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 - PainProjection

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1
Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: April 04, 2022, 12:50:29 PM »

Wurg is on the list of ships to look at
[/quote]

Finally someone works on that mod. As very expirienced Wurg user i have only one, major complain - it's main gun sucks.
And the main reason is - it doesn't pierce through ships, fighters, asteroids, ship and fighter debres. I mean there is already not so many targets for such devastating weapon, but even if you happened to fight some massive boss ship or remnant battlestation you can't connect that beam with your target. There is always something in the way what absorbs significant (if not all) damage output and it's just super frustrating. For the entire 300h playthrough i never happened to fire something successfully other than just obliterating few capitals here and there, but it's such an overkill (and by the way, seems like Fortress shield completely counters it KEKW). For example - as soon as you try to destroy orbital station it just losts one module and that module literally protects all other modules.

I think it's totally possible to allow it going through every object. At least i saw something similar in "Superweapons" mod.

2
Sup man, i currently building my modpack, seems like this mode one of the last ones i needed because i think what antimatter centrifuge is mandatory for super capitals from Missing Ships mod (like ragnarok). I understand what when mods applied to existing save file it will not spawn new markets and i assume what it won't change existing ones as well (like Argeus). But still, i could probably just add those hullmods to my inventory via console commands. So, is it gonna be safe to add this mod mid playthrough?

3
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: July 28, 2021, 05:26:44 AM »
Hi there, i don't want to apply any pressure on you, but can you give us preliminary date about when whe should expect update for 095? I thought i gave mod makers enough time, started to assembling and configuring my modpack yesterday just to find out what one of the MUST HAVE mods still not updated...

(And Interstellar Imperium as one of the most deeply thought out factions)

4
Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: March 12, 2021, 09:17:16 AM »
heyo speaking of the maw i just bought the ship today and was trying out the maw and i start with zero ammo and cannot fire it, any ideas as to what this is?

Wait wait wait, i just noticed an update. Did this MAW rework means what this gun could actually be used? I remember that was my biggest dissapointment, cuz it simply been blocked by fighters and random pieces of ships drifting in space.

What exactly been changed?

I tested it a bit and the changes is:
MAW no longer drain your CR after shot unless your main module overload during process of using this gun.
For that change it seems like MAW now starts with 0 ammunition and has to be charged (unable to use at start of the battle).
I figured out what to charge MAW you need to be above 10k flux (more=better, seems like it stops charging faster after ~30k flux).
Notice what in main module you have circle? a hole? don't know, but it would have bars of energy which represents the progress of charging.

Weapon btw is still ***, really hard to find a decent target to it, you either destroy something like paragon before even reaching full DPS, or cannot kill target in one shot because it is module construction (station) and it always tend to be blocked by dead ships and fighters. Really annoying.

5
Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: March 06, 2021, 04:48:41 AM »
Wait wait wait, i just noticed an update. Did this MAW rework means what this gun could actually be used? I remember that was my biggest dissapointment, cuz it simply been blocked by fighters and random pieces of ships drifting in space.

What exactly been changed?

6
General Discussion / Re: Is this game dead?
« on: February 05, 2021, 05:25:18 AM »
Does anyone know when 0.9.5 going live? Last blog posted at 16th October 2020. Almost 4 months passed, i cannot wait to play new version.

7
Suggestions / Re: AI slips/player tricks report thread
« on: January 20, 2021, 01:15:30 AM »
During my playtests i notice what AI seems like always try to face his shields and weapons on you. Not a big deal when you control some big and slow ship, but if you try some sneaky agility-based builds this become pretty annoying. It actually ruins atmosphere because they treat you as main hero of this fairytale for no reason. As i find out - YOU are the highest priority for AI. You may even maxout capacitors on some weaponless phase frigate and dive in to lines of enemies and they ALL turn towards you. They don't care about their rears being melted by rest of your fleet, this is ridiculous. Turns out what AI treat your ship more dangerous than a swarm of high explosive projectiles. Every time you trying backstab a ship what already in fight, he just turn around and face you or at least would attempt to catch all projectiles what came from your ship with omnishield if it's installed. Why it bother me so much is the fact what i can, for example, just time my shots with Astral's bombing runs and all that annihilator pods from knopesh bombers will hit enemy hull, because he gonna turn his shilds to block my shots, doesn't matter how insignificant they are comparing to simultaneous strike of 12 bombers. I don't like so much attention to my persona. On a side note... is it intentional what mines from Doom also have highest priority? Because it seems like they been made to remotely disable shields of enemy ships while they just about to be being hit by some massive torpedo attack...

8
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.2
« on: January 05, 2021, 11:29:31 PM »
- Cathedral loses 0-flux speed boost efficiency when its modules have a flux level
  * If every module is above 0% but below 1% flux (shield on but no damage), the speed boost is halved
  * If every module is at or above 1% flux, the speed boost is eliminated

To make this clear, i'm waiting for 095 for starting new playthrough, so it's for now just a speculation. But, i see in this rules a hole. What happen if i remove makeshift gens and even vulcans from hangar modules in my loadout? Word "every" in that sentence bothers me... Could they provide 0-flux while other modules still have their shields active? The thing is what hangars anyway the weakest part of cathedral, i even had to max capacitors on them instead of vents, just because they can't tank *** without them, so it's not gonna be a big problem just slightly tune them for new set of rules.

9
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.1
« on: December 25, 2020, 12:06:13 PM »
Since you are here, i want to request some nerfs.

Cathedral is Conquest on Steroids?

It can do things what not every other ship can do, it can win unwinnable fights, it's probably one of the strongest ships in entire modded Starsector excluding boss/unique vessels and super-capitals from "Missing Ships". But why?

Here is my loadout https://imgur.com/a/Y8zQXKY Idea is what main shield protects modules, but when it vents, they able to cover themselves long enough to not overload untill main shield is back online again. So whole concept is minimalising that downtime and maximising survivability of auxilary shields, thats why there is resistant flux conduits, just to speedup venting, it takes 5 sec from full flux capacitors to completely vent, leaving no chance to overload secondary shields.

So i thought maybe it's because of makeshift generators? But no, there is literally a copy of Cathedral made by Snrasha - Minister, from his "Pulse Industry" mod. It also has shieded modules, it have some punch, but will break apart if get focused hard. Whats the difference then?

I watched my own footage for additional analysis and realise what i just abuse 0-flux boost all the time. Secret is what your secondary shields are strong enough to protect you against even some capitals or bunch of smaller ships and if they not doing well, you always can turn a bit. It's sideways thrusters not very powerful, but you can use your main thrusters to accelerate yourself to max speed and then turn towards the enemies while sideways thrusters will keep the momentum even if you correct your cource, so you just surf around the crowd, showering them from all of your weapons while having 0-flux boost advantage. It looks ridiculous how such massive ship moving so fast. Reminds me of good old Conquest gameplay (i heard what helmsmanship skill was nerfed because Conquest had similar abuse with 0-flux)

Speed gives you options:
First of all you can chase clunky enemies who just not able to activate their 0-flux boost, cause your weapons keep them busy.
But most importantly it give you ability to disengage if your systems overloaded at the moment.
Or even just split oppossing ships because all of them have different speed levels so you can kill them one by one.

Such tactics also known as Divide and Conquer and it is what vanilla Conqueror doing all the time. He surf around, split enemy forces, quick pick vulnerable and exposed targets and then runs away, just to strike back after very rapid venting.

If we can take another look at Minister we will see - ALL Minister's weapons are positioned on the core, making impossible to shot and move simultaneously. While Cathedral have majority of his mounts positioned on auxilary parts, even more: half of them are composite, this is especially important for "core" part because they can be fitted by rocket launchers completely freeing it from wasting any flux on shooting. Thats why minister feels so fragile - if it commit for a fight he must prevail or perish, no other options, you can't disengage while cathedral can.

I won hundreds of battles, mostly at 2x speed, that was booring, endless, non challenging fights, i lost my cathedral only two times, both because pesky olympus blowup my ass. So Cathedral is kinda in the past for me, i put it in hangar and never gonna use again, because it is to easy.

Recently i played with my new toy - Wurgandal from ED's shipyard. It have similar built-in hullmod called "Massive hull" and it already contains fix for Cathedral's 0-flux abuse, it just decreaces efficiency of 0-flux boost down to 30% or +15su instead of +50su. That's a smart and elegant solution, because we all know what such ships technically not capitals, they are 5th class - "Super Capitals". And also because making auxilary parts incompatible with shields would make this ship absolute trash, i don't want it to be trash, it needs only 0-boost fix aaaaaaaand.....

______________________________________________________________


Here is another part, i know what this weapon belong to other mod, but it's been made by you, so i don't want to split my post in two.

You can see, in my loadout i use Tiandong's Ultra Autocannons, they pretty much copy of Gauss, but exchange range and alpha strike for a bit more dps and better flux/dmg ratio so it cannot effectively damage armor like Gauss(i used Gauss before and it works just fine), so don't pay attention to these 2 heavy ballistic mounts. Main dps dealer for both hull and suddenly shields(!) in this loadout is Ballistas

Man, this rocket launcher is OP. I can't say different. It's just to good. A lot of ships have few rocket mounts and before Interstellar Imperium i didn't know what to put there apart from maybe salamanders. Problem is what these rocket mounts usually just smaller fraction of oveall ship dps, not to much vessels focused of rocket saturation or even completely rely on them, so i just left this mounts empty prefering maximising other stats, there is also room for improvement. Rockets not last very long, even with Expanded missleracks you will deplete most of them far sooner than you deplete peak performance time.

And here comes ballistas, they just ideal for such situation either for full rocket builds. Primarely because - they not bound to Expanded Missleracks which makes them cheap, but, unlike pillums, effective mountplugs. Medium and heavy ones usually never even reach their "Sustained" 175 dps. And their stats not that bad, they actually pretty good, strong and sturdy rockets, with decent guidance and speed on final approach. Even the range man, in my modpack they are have longest reach of 6000 units, 2nd place is trebuchete and nullspace torpedoes with their 5000. Ballistas also stack very well with each other because of that low initial speed what again make them so perfect as mountplags, just every single ship in your fleet "doing his part" of adding few extra torpedoes to this nonsence. Equipping entire fleet will always cause a random rocket tornadoes what washing away those who unlucky enough to be targeted by these swarms. Literally the CHAD Pillums lol.

And they are another part of "Why Cathedral is so good". As i said, half of it's mounts are composite, this means less flux will be wasted on shooting = modules will have more spare flux to support their makeshift generators which make them even sturdier. And you literally never run out of rockets. Never. Ever.

Here is my solution, but, it's a bit... more fundamental than fix for Cathedral. It can be even considered as "rework"... kinda.

Again, i inspired by other mod, this time it is HMI. There is a weapon (i forget it's name), which stats may look very weird. It have more (sustained) dps than the "actuall" dps. It's like flipped upside down. Cool feature of this gun is what it require Expanded Magazines to reach it's sustained DPS, you get the idea? Stats been put together in the way what your base magazine size prevents you reaching maximum possible dps, you inevitably will run out of ammo before resupply tick will occur.

To make Ballistas balanced i suggest bound them to expanded missle racks, otherwise they will fire at half of their maximum DPS. (Make ammo reserves size = 1/2 of burst ammount, for example: if medium ballistas shot 4 rockets each burst reserve ammo must be just 2, so it cannot shot more than 2. However, if you install expanded missle racks then it would send 4 rockets with each burst). Concept is the same - better pillums, but they require additional investment in to missleracks to reach their full potential, right now they just to good for their ordnance price. Honestly i hate ballistas, because it is almost always the best option.

You always can build your cathedral similar to mine and try it by yourself. Makeshift gens+Ballistas is all what he needs. + pilot with combat related perks ofc.

10
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« on: December 20, 2020, 12:41:32 PM »
Added: Shield Shunt; removes shields and increases EMP resistance by 50%

Any thoughts about "Shield Bypass"? Is it gonna be removed from S/W pack after 095 release?

11
Mods / Re: [0.9.1a] Missing ships mod
« on: June 29, 2020, 02:30:46 PM »
and lastly "Home" pirate super ship-i will most likely make it some asteroid formation tied together, basically moving station, with several independent parts.

Suggestion for better name: "Necropolis" Headquarters Ship

Edit: and for the "Harbringer" i would suggest "Ambassador" if it's not already taken by some other modship. Or "Diplomacy".

12
due to some Discord Shenanigans. I'm not sure if you're aware, but on the Discord server there was recently a PvP tournement, where players would make fleets and pit them against opposing fleets in AI controlled battles.

No, i kinda new in this party, i discover Starsector from Sseth review video, so yeah, i play ~9 months. In the beginning i heard about such tournaments and wondering how this is possible what every single person in community agreed with stuff what mods bring in to the game? Turns out they don't, there is definitely OP ships here and there, for example ED's creations usually are pretty overpowered, same for Pulse Industry, Mayasuran Navy etc. And i think what it was like that for years.

Right now i am a bit burnout after my last playthrough, so i can't find any motivation to spend hours of my life arguing and proving what ships are OP, what exactly makes them OP and suggest balancing tweaks. Not necessary i am right in everything, not everyone will agree with my thoughts, so i must provide at least raw footages to complement my words and most importantly, not everyone want's to hear thoughts from such noname like me. For example, i wrote a wall of text about Cathedral, but seems like Revenant doesn't open for suggestions, so i keep my thoughts for myself. At the end of the day ships not necessary must be all in line, there must be stronger ones, there must be weaker ones and define them by yourself is a part of gameplay.

Anyway, i guess your Locomotive based on Ed's Newfoundland, which already makes me excited. I hope i come back soon to play with it.

Edit: Ugh, that's an awful englandsky, i should check my writing better, sorry about that, this is my 2nd language, learned it by playing video games.

13
Oh, that's surprise for me. I guess i have to say sorry about my previous post what even been deleted by moderator. Lack of feedback led me to such inferences.

Still think what nerfing extreme mods was a bit to much btw :) i mean, excluding modular ships like wurgandal or cathedral, only HMI was able to afford equipping this hullmod, not anymore.

14
Faced weird bug, i added this mod and search for id of new hullmods to add them in to memory of my character (i very often redact my save file, for example - every time i start new game i add all hullmods just because i don't like early game stage when you not able to fit your ships properly) then they appear in refit menu, as usual. But for some reason ships with any type of "forges" doesn't generate resources, however these hullmods actually affect stats of ships like cargo space and fuel usage. Ofc i had required resources in my inventory. I thought that happens because i applied new mods in to existing save, but starting a new game won't help.

On a side note, i tried to get this hullmods in legit way, but i don't have console commands installed, so i must afk beside argeus, skipping time and praying for RNG gods to put them in market on next month. Got bored pretty quickly, so i'm not sure is that my "way" of learning hullmods caused this problem or not. Is it possible to make these new stuff appear 100% times on market?

15
Uhh, I didn't take that into account, so right now modular ships are pretty OP if you use it with the ship forge mod. I do plan on removing that option in the future, however, in case you want to make a fleet that you'll play long-term.

Well i have quite opposite feelings/expectations about this. Previously i played mining-fleet sessions, but it get's kinda booring, you don't even need to search for good gas giant outside core worlds because factions don't mind if you gonna mine resources in their home star systems. So you have no risks, just cource between few core systems, harvest volatiles, sell it for easy money. Thats mining at it's finest.

However, with your mod i see the opportunity to create fully selfsufficient fleet and mining gonna play important role here. I would call my faction Nomads for obvious reasons and probably gonna have only one colony somewhere on the edge of the map, just to make my faction "legit". Instead of creating outposts i would just remember planets with rich resource deposits, travel between them, sometimes make "pit-stops" beside gas giant to fill up fuel tanks. That's sounds amazing!

I really want to transform something like Cathedral from S/W pack in to real mobile station. It has 7 modules, so i probably can fit 3 supply forges and 3 smelteries while center piece would have antimatter cetrifuge, mostly for fuel economy buff. I assume it would work like efficiency overhaul - only hullmods from "core" module would affect "logistic" stats of your ship. Like max burn, cargo, fuel per light year etc.

But i am not sure about default rates, i still don't know yet how this works, i see limits of created commodities per day in settings.json and they doesn't look promising, so maybe i would have to tweak them to make this idea work, which mean what you no need to worry, you mod is not overpowered at all, it's just add more depth to mining. And don't fogret what ships with such expensive hullmods + mounts filled with mining equipment are totally non-combatants. So they have to maintain not only themselves, but also the guarding fleet.

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