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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 - Garafetdin

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Tilted Dagger quest. I have finished it, got 2 new officers, and got 1 hyper Aria as a reward for completion. Wasn't I supposed to find 1 or 2 more from some derelict in system? I used devmode infinite range sensors, but I haven't found any.

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Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: April 01, 2023, 02:11:04 PM »
Hello!
Where can I find Izanami-class ship? Is there a blueprint for it?

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Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 01, 2023, 01:13:04 PM »
>Command points are no longer refunded when the last order given during a pause is cancelled

Now, unless I am reading this incorrectly, does it mean that misclicks during pause will always result in command point loss? As someone who misclicks pretty often, I might need a mod that reverts this change

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Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: November 16, 2022, 12:44:27 PM »
I need an advice. I have been trying to clear "Duel of the Century" for a total of 6 hours (2 hours yesterday, 4 today). I am not using any other mods besides SWP, so I am trying to beat it the way it was designed to be beaten, without having other mods simplify the fight. I am clearly doing something wrong, but I just can't pin point what it is. The most I ever killed was 5 hyperions. After that I get surrounded by 6 and can't really do anything - I run out of flux, try to get some more, get overloaded because there is too much ordnance flying around. I also didn't touch the default loadout of excelsior as it looks like it is the best thing for the fight.

I've seen some videos on YouTube of people clearing the challenge, but those had at the very least 5 of the hyperions replaced with other mod ships, making it easier, while also being impossible for me as my computer can not handle this many mods at the same time.

So, can somebody give me an advice how to tackle this challenge? Like, which hyperions to take out first, which save for later, how to use the missiles (currently I save them for when I am low on flux and there is no asteroids around to give myself a quick reload). Maybe I should change something in the loadout?

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Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: November 16, 2022, 04:08:53 AM »
So, since nobody on this forum seems to be complaining about this particular weapon, I'll be the first. Reina II. It has the same DPS, range and damage per projectile as the HEAVY MACHINE GUN, you know, medium sized kinetic PD while having TRIPLE the flux efficiency and HALF the ordnance cost. This weapon is stupid! It shouldn't exist as it is! It isn't just flat out better than any kinetic PD that exists in vanilla. It is better than the minipulser at being a short range shield pressure weapon, you know, the weapon that exists to be an overpowered reward for winning a challenging fight. Now, it could be easily balanced right back into being just pretty good on capitals for PD/anti-frigate pressure and SO ships for shield shredding if it had range shorter (or if you really want it to be just so much better that what vanilla has, you can keep it the same) than Light Dual MG (its range is 300).

Reina I is also broken, but to the degree of Reina II. The former only needs a bump in ordnance cost. It would still be better than Light dual MG in every way possible, but the same is true every other weapon this mod has when compared to its vanilla counterpart.

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I feel like I am abusing a bug. If you invade a colony and then transfer its ownership to a third faction, it cancels out the rebellion (it even days that the colony was "liberated" by their new owners). I know that it would happen anyway as rebellions on non-player worlds always fail unless player intervenes, but I assume that future versions will fix that balance issue. I think that bailing out after the invasion should make rebels favored to win.

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Blog Posts / Re: Skill Changes, Part 2
« on: July 18, 2021, 05:19:47 AM »
Speaking of Guardian, can't anything be done to it to make it recoverable? From my experience, the only thing it had over Radiant was too high a number of ordnance points and the fact that I had to conciously not put small sabots in medium missile slots since those are a bit broken when they don't run out due to extremely high DPS. The first problem can easily be solved by reducing OP to slightly less than Radiant, the second can be solved by changing medium missile slot into medium synergy/composite/universal, so that missiles couldn't be downsized.
Wouldn't it be cool to have a choice between 2 different Automated capitals?

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<Removed by Moderators - A Warning under the new rules has been issued>

On a serious note, if things are working well for you (as in you are not short on commissions and your private life is full of things that are more interesting than bugfixing), you are probably not gonna fix nidhoggr (which is, again, a really cool weapon and I want it in my mouth), and i'm kinga short on donation money right now since I'm being kicked out of the university for academic failure (not without a thanks to this game and this mod in particular) and will soon be recruited in the army. Well, now that I know that you at least read this thread, I have a hope that by the time I serve my duty the bug will be fixed.

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It seems that you have abandoned the mod all together, but if by some miracle you will see this, the guy a few posts above me is 100% correct, nidhoggr lance does 0 damage to the target once the armor is stripped, please fix and make one of the more interesting ships of your mod playable again.

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First of all, great mod overall, special thank you for the latest nerf of Koppepans (before the nerf, invasion fleet chains were unbearable, now you can at least try to seek and destroy them). Since Last Smile missiles are a relatively recent addition, I'd like to ask wether the fact that they are always equipped on battle stations is your deliberate design choice or is it just the way the game handles battle stations and blueprints? I am saying this because repeatable missile autoforge breaks them. I legitemitely have no clue how to beat them without forcing Nexerelins autoresolve for invasion fleets (Maybe 5 paragons can do it, because of fortress shield, but even then, I'm not sure if that will work). If it's by design, then how do you envision a strategy that wins this battle? And if not, then maybe increasing the refire delay would solve the balance issue?
Then again, maybe the only thing that has to be done by someone in this situation is that I have to git gud, idk.

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Mods / Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« on: February 09, 2020, 01:40:09 AM »
Great mod overall, but music is exceptional. It's fire! It's kind of uncomfortable to play with since every time combat with SRA starts, I have to wait for like 2 minutes before the track starts looping.

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