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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 - Drazhya

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1
Mods / Re: [0.97a] Ashes of The Domain
« on: February 10, 2024, 01:41:02 PM »
Assigned and unassigned a Alpha AI to the Resort Center and the income bonus stayed.

Alpha AI doesn't seem to improve the output of the Purification Center.

Decivilized Hypershunt disappears.

Stella Manufactorium can make things at colony size 4, but in one spot says it needs size 5?

2
The balance on these ships is wild. The Castle and Arsenal are a little too complicated for me to analyze, but the Evergreen, Viaduct, Galaxia and Barracks are not.

Let's start with the worst one - the Galaxia. For 20 DP, you get 6 hangars. But that's only half of it. 4 of those hangars are on secondary segments with Reserve Deployment. Reserve Deployment is worth more than +50% hangars - it's somewhere around 9 or 10 hangars effectively. The Astral, at 50 DP,  has 6 hangars and Recall Device. Recall Device is great, but it's not as good as RD, which is one, if not the best of systems in the game. And it doesn't end there - it also has 6 medium missile slots and the DP to fill them. It may be slow as molasses with no shields or armor, but even if it ended there it would be worth a lot more DP. But it has 30k base hull, so it'll last a while too, especially with Combat Endurance. It's also not an AI ship for some reason.
Barracks is crazy for primarily the same reason. 3 hangars + RD for 12 DP makes it much more dangerous than pre-nerf Drover, and Drover was nerfed for very good reason. Drones-only slows it down a bit, but not enough.

Viaduct and Evergreen have the same DP, speed, size (huge), hull, armor and shield (or lack thereof) as Galaxia, but are AI. Where Galaxia carries crew, Viaduct is fuel. It has 6 medium and 8 small missiles. Even if you just fill them all with Harpoons (linked-fire) you'll kill anything of the same DP without breaking a sweat. And then again and again until you run out of ammo. With mods that add good reloading 2000+ range missiles (like Seadragon DEMs from Random Assortment of Things) it gets even more dangerous. It also has a couple large ballistics, though OP is a bit tight for those.
Evergreen is the cargo and ballistics one. Two larges and a bunch of mediums that all face forward, plus a couple built-in locust SRM launchers. Base 550 flux dissipation (same as the other two) doesn't support these well, but even then, as the runt of this litter, it'll punch above it's weight.

All but the strongest of these compete with Radiants for spots on the fleet, since they're AI. But they out-compete it handily - not ship-for-ship - not quite - but definitely for DP.

I think this mod has a lot of interesting designs, but some of them are much too strong.

3
General Discussion / Re: Legion XIV availability? And how do you fit them?
« on: February 09, 2024, 11:25:37 AM »
I've been going with 2 Longbows, 2 Daggers, 4 HVDs, 1 Mauler, 2 Hydras and Vulcans in all the smalls. Bombers are great in frontline carriers because of the quick turnaround. Hydras because I don't like managing my missiles and they can be left on autofire and last most of a battle with little loss in effectiveness.

My Legions are never quite as tough as I'd like, so I give them long range.

I tend to just slap my builds together, so I can't say it's great compared to others, but it's worked well enough for me.

4
General Discussion / Re: 0.96 Feedbacks from FOSSIC (Updating)
« on: May 10, 2023, 12:45:17 AM »
On the Retribution, I posted this build on the reddit and I'll post it again here.

Devastator Cannons, Light Dual Machine Guns, Heavy Machine Guns, Vulcan Cannons. You say that the missile slots are insufficient to gain flux advantage, but getting flux advantage with the most flux-efficient non-missiles instead has worked quite well for me (the early-detonation of Devastator shots doesn't matter when it starts happening at the max range of your other weapons anyway). The range of the weapons isn't much of a concern since the Retribution can run down all but the fastest frigates - Auroras can't get away. It's biggest problem is that it can't kill enemies that have someone to retreat behind since it's so squishy, short range and low-burst, though that's in part due to the d-mods (for derelict operations).

I can shove it into the face of a Dominator or Conquest and kill it, or get behind an Onslaught or Paragon to do the same - though flanking big ships in a real battle doesn't work so well - need to tear down their supporting ships first.

That said, I do agree it feels a bit underpowered. Takes more effort to make it really shine than other capitals, and with somewhat less impressive results.

5
What was your fleet doctrine?  Default is 2 or Steady across the board.

I go with 3. 2 is just a little too gunshy. But my primary problems have been ships dropping their shields at really stupid times and my AI capital ships chasing frigates across the map if I'm not telling them to engage the enemy capital ships (accelerated shields on everything has helped with the first problem). Lack of Helmsmanship does hurt, yeah, though I'm running with a higher level cap so I still have it. Even at level 15, though, I could get 35-36 DP Radiants (the math's been a bit weird, so not sure which) and still have Gunnery Implants and Ordnance Expertise, which is nice. Auxiliary Thrusters can cover most of the loss of Helmsmanship as well.

6
I've been doing something like that, except I keep my officers on logistics ships and really tiny frigates, so I still have my DP. Seems like the ship AI behaves a lot worse without officers, but 38 DP Radiants (4 d-mods + relevant skill) are nice.

7
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« on: December 31, 2021, 03:19:41 PM »
I got the same crash after updating MagicLib; don't have ED Shipyard. It was the first time in a while that I fought VIC ships though, so *shrugs*.

8
General Discussion / Re: best pillum platform for full pillum fleet?
« on: December 07, 2021, 07:09:54 AM »
The high-tide from Torchships is a dedicated pilum boat. 20 DP for 4 "Pilum Wave" weapons. Not sure how those compare to standard pilums though, and it's a weak shieldless pirate ship.

9
The Miriam one bothers me. The others look okay, but Starsector Miriam looks like she's wearing half a melon shell on her head, that hair doesn't look like hair.

10
Blog Posts / Re: Skill Changes, Part 2
« on: July 18, 2021, 02:51:30 PM »
Fluff-wise, I think there could be a Best of the Best-style player skill for colonies, where your skill is finding skilled governors, but when I'm on a year-long voyage as part of my mission to survey every planet in the sector... well, I do set up comm relays everywhere to keep track of bounties so... no, it should still be better to have governors for every colony. A pair of boots on the ground should be better than anything the player character can manage while on-the-move, especially if they're leaving comm relay coverage.

Also, kind of annoyed that the projectile speed skill is still attached to ballistics bonuses. I'll still take it for my plasma cannon apogees, because that bonus is the difference between them shooting down frigates and not, but taking "Ballistics Mastery" for a build that is anything but that, does not feel good. Don't suppose we're getting a projectile speed hullmod any time soon?

11
With the way it currently works, engaging two enemy fleets at the same time is far more punishing than it first appears, as the officers are added together to determine how much DP you get. It's far more annoying than fun to deal with; I'd much rather it only consider the fleet with the most officers.

12
General Discussion / Re: Your favorite mod ship
« on: April 09, 2021, 09:22:09 PM »
Mine would also have to be Gown. I like how it flies.
For other bigger-than-Paragon ships, I like the Timeless Prototype from Tahlan.
For smaller capitals, the Banshee Norn from Neutrino would have to be my favorite.
For cruisers, maybe the Black Lancer from Dassault-Mikoyan, and I don't like flying anything smaller than a cruiser.
For just looks, the Alastair from Arkgneisis.

13
General Discussion / Re: Impressions about skills in 0.9.5
« on: April 08, 2021, 02:14:42 AM »
I'm getting the strong feeling that there should be a minimum on the scaling skills. Bulk Transport is a good example here. +50% Cargo Capacity divided by current cargo capacity divided by 2000 is not a bonus that scales with the size of your fleet, it's a flat +1000 cargo capacity if you meet the minimum requirement of 2000 base cargo capacity. If you're a big transport fleet with 20000 cargo capacity, you don't care about this skill, it's +5%. If you're a big-time trader that wants to carry a lot of cargo, spending your level-up on the skill that lets you carry more cargo is not very helpful.

I like that the skills scale with fleet size - or more precisely, I like that they mean a small, elite force is more elite than a big, fat fleet. I like that I can take Weapon Drills, and if I'm a little fleet, I get a big bonus. But they need to not scale into nothing. Currently, that skill would give me +2%. It's a joke.

More specifically, what I want is for the bonuses to be upped a bit, maybe 20-50% (so Weapon Drills would cap at +12-15% fleet damage) and have a minimum of around one-half to one-third of that (so it would bottom-out at +4-7.5%). So a big fleet commander would actually want the fleet commander skills, and a big merchant fleet would care about the added cargo skill, and also a small fleet can get bigger bonuses.

(I also think that combat skills should give bigger bonuses to pilots in smaller ships. NOT huge bonuses, because that would make them really aggravating to fight, but like, an additional +5% top speed on helmsmanship when piloting a destroyer or frigate, something like that.)

14
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 06, 2021, 11:15:01 AM »
I had an event recently where I sent a Paragon escorted by two Champions against a fleet of... something-or-other. Can't remember if it was remnant or pirates, just that it was a couple cruisers and a bunch of destroyers and frigates. Anyway, the Champions hung back, off to the side, outside their own weapon ranges, fluxless while the Paragon was getting torn up. They were ordered to escort the Paragon and all officers were either steady or aggressive. Current biggest example of AI stupidity I've seen so far, and usually doesn't happen. Usually, the Champions properly support their capital ship.
I'll try to get a save if it happens again, but I've got nothing right now.

15
General Discussion / Re: Skills Feedback 2: Things You Miss from 0.9.1
« on: April 04, 2021, 09:03:54 PM »
The projectile speed bonus technically isn't gone, but being attached to Ranged Specialization is incredibly inconvenient for plasma cannon cruisers.

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