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Messages - Sheodoq

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I killed the cryosleeper guardians but I did not receive the degraded chip. I looted everything during that fight and so I am confident I didn't miss it on accident.

I am running the version listed on the Unofficial Starsector Discord (Prerelease 13.1).

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Modding / Re: [0.9.1a] Boarding Util v.1.0.0 [YRUTL]
« on: April 28, 2022, 03:07:42 AM »
I was playing the new RYAZ update and fought Knight Templar ships. It would seem their unique shield type does not react well with the new boarding mechanic as I get a Fatal: null error occasionally when using the skill. Sadly, I'm not sure how to consistently replicate the CTD.
Oh, unfortunately I don't know how knight templar ships work as I've never played with them. But you are likely talking about the lightning strike power right? If their special shield system somehow insisted that the ship has shield, but doesn't actually have a shield that I can reference for its effective arc, then that *might* cause a crash. I'll keep it in mind when updating this in the future, thanks!

Yeah Knight Templars have a "skin shield" that protects them and the Lightning Strike skill does not like it. Back in 0.9.1a, it caused a few crash to desktops until people learned that Knight Templar skinshields count. Of note, Knight Templar have a skill that pulses their shield and disables it. If you use Lightning Strike in the second before the shield recharge, it works fine and no crash.

I don't know of any mods with functional skinshields in 0.9.5a so it should be fine unless Knight Templar updates which seems highly unlikely.

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Modding / Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
« on: March 30, 2022, 04:31:24 PM »
While playing UAF I had a lot of fun and found them very interesting with varied ships and interesting faction design.

After playing for awhile just wanted to give some feedback, suggestions, and some things I noticed while playing.

Campaign
  • Starting as a UAF commission is pretty straight forward as they're not hostile to Pirates or Luddic Path (despite using nanoforges and heavy industry) so you can just roam around relatively unchallenged.
  • Starting without a UAF commission has some challenges with getting started. Doing it the normal way of slowly building up rep works. But you can also immediately throw cakes at Nia and wait for a Special Pirate Bounty. This allows you to farm pirates getting Nia rep to 50+ but faction rep around 20 or so with 1 mission but causing an issue with triggers. It seems reaching the Nia rep requirement for the Mining World admins before the faction rep causes it to not properly trigger which locks you out from contacting them.
  • The UAF keycards are pretty interesting. Their text indicates they have UAF secrets but I never found a way to unlock them if this was possible. Also I feel they may be a bit too valuable or at least the rare keycards need to be rarer. Particularly the Green keycard which seems to appear constantly in runs and even appears more often than Violet or Orange keycards which are lower value.
  • The commodities are very interesting as they seem to rise and lower in price based on luxury goods while never having the issue of being perpetually profitable. Most other modded commodities like Byzantium wine (Imperium), Red Water (HMI), and Candy Opium (RYAZ) all have the problem where buying them is always profitable and are essentially infinite cash. While the Pineapples suffer the problem of being perpetually in demand, it's clear they're placeholder but I would hope it gets addressed as Trade contracts (like Nia) will constantly request pineapples making it hard to use Trade contacts.
  • The UAF queen also having Underworld as part of her contact makes for funny situations where she offers you missions to rob UAF drydocks for ships.
  • Speaking of ships, sometimes bar missions will have UAF admirals offering ships but they'll be stuff like November grade Reisens or Rillarus for like 150k credits which doesn't seem intended considering how difficult it is to unlock November and Automata markets. On the more extreme end, AER-1A and the queen can even offer Novernia as a ship to buy. I'm not sure if that's the intended method of obtaining them but it feels off for them to just be offering UAF dreadnoughts randomly.
Ships
  • Stock variants seem to be performing about their DP cost and hold their ground well for their cost. Most of them feel like midline ships but more fragile for higher speed but I haven't extensively used many of them beyond the Akatsuzuma and the Lovela. The Lovela in particular was very good with its Accelerated Ammo Feeder. To note, the main reason why I haven't used them much is because they have less hull and armor than even Automata variants, not to mention the OP and flux stats. So I saw no reason to buy them over waiting for UAF markets to offer November or Automata variants except the Lovela which has Accelerated making it arguably a better dps ship than either variant.
  • November ships seem to be in a weird place as they have a focus on capacity but Automata ships have higher capacity making the bonus deceiving as November are only better in armor and shield arc not capacity. I'd suggest taking the ships that have a November and Automata variant and either increase November capacity and/or lower Automata capacity. 
  • Automata ships feel and act great. They have good shields, very good capacity, decent shield efficiency, and very high speed. Their ability to use energy weapons and have the flux to sustain them makes them much more flexible. However, I did notice they're suppose to get a -20% sensor profile but in actuality they get almost no sensor profile change.
  • As for specific ships, I'm sure you've heard about the Purcellya being a solo fleet killer with just UAF stuff alone. So moving from there, my next biggest issue was with the Reisen(M) as it's an Onslaught's armor with pretty low hull. But it has superior flux stats to even the Paragon especially with its dissipation at 1700 compared to the Paragon's 1250. It definitely overperforms for a 45 DP ship and should be around 50 or more with its current stats and skill. It can load some of the heaviest flux weapons in the game and still be fine all while having higher capacity than 60 DP ships with armor able to shrug off anything short of HE missiles/torps.
  • The Lillaru(SP) is an odd ship. It's an Automata variant so I assumed it was fast and designed to kite or brawl ships with firepower. But it's actually slower than its stock variant and has decent defensives making it suited more for an escort like the Senijara. Took me a while to notice it but it definitely performed better once I did.
  • The Minoria seems off as it has so much PPT with the lowest being 360 sec. The Minoria (SP) in particular is extremely good as it's only a 14 DP carrier with 555 sec PPT, 2 medium missiles, and 2 bays with Recall on a frigate. I'd suggest cutting down the PPT for the ships and give the Minoria(SP) less OP and 1 less medium missile as it's comparably a destroyer with capital PPT but classified as a frigate. 
  • I was most surprised by how unusually aggressive Automata ships are. Often times, I have Automata ships like the Akatsuzuma(SP) trying to brawl with multiple cruisers at once or a Nakiha(SP) trying to flank. I'm not sure why they're like that but it's pretty funny seeing a Neuxoria trying to brawl with a Solar. November and Stock variants usually hang back and try to pick ships off.
Weapons and Fighters
  • The Large ballistics are pretty good. I haven't had any issues with using them and they do their job well and projectiles are fast. No real issues in terms of how they feel. Their OP cost feels right too.   
  • The Large missiles are bit all over the place. The Semibreve does exactly as described and we'll see how it goes with the OP nerf. While the Typhoon AST(L) feels about right with maybe a slight increase in torp hp at most. The Minirest seems to take too long getting into position so its 2nd-stage fails to fire or it fails to fire entirely. I'm not too sure what causes it as it can misfire even on stationary ships. Lastly, the Chorus is pretty good at what it does. I don't use PD large missiles much but it did well vs the Remnant drone spam and Blade Breaker fighter spam in DME so I can attest it does clear the skies and is pretty cheap.
  • The Medium ballistics do too well in my opinion. The 10 OP general purpose guns have much higher range than you'd expect while having high damage per shot. Especially the kinetic medium where the high damage per shot makes it effective vs armor while being long range and lower OP cost than comparable guns. The 8 OP general purpose guns have the problem where they have immense dps for their cost but lower damage per shot. However. they easily beat out vanilla and even modded comparable guns. They seem to have high recoil to compensate but it's not enough and I'd suggest a +2 OP cost. The railgun is pretty good though and acts as a great frigate and destroyer deterrent. Been having good results using it to keep frigates away from flanks and carriers. The flak gun I haven't really used as it doesn't really suit my fleets. Lastly, the Suppression medium is a kinetic gun now despite being described as anti-armor. It's overshadowed by the 8 OP kinetic gun but it does its job well. 
  • The Medium missiles feel to be in a pretty good spot. The Amazoch Light ASRM and Clemente MRM did great in my fleets and the regen was fast enough to be relevant. But the Selemene only has 4 ammo and regens every 33 seconds as a Suppression missile for 10 OP. It's worse at its role than the Pilum and Salamander while being more expensive. Higher ammo or faster regen would be great here. Rythem HE LRMs were better suppression in my experience. They regened slower than Salamanders but did good damage and often hit for only 7 OP. I didn't use Vocals much and Chorus AAM (M) is basically its large version but small.
  • Sadly didn't use Small ballistics much. The HE small didn't do enough damage per hit for me and the kinetic one is beat out by railgun/needler. But the Weiss 1 50 PD(FK) was really good for its cost and was the bulk of my PD. Reina 20 PD(MG) was great as well. The kinetic damage instead of frag was interesting for me and it did well vs fighters and overly friendly LP frigates. 
  • Small missiles did great for me. The Exoscars (shielded) on Nakihas do well and only stuff like flak really stopped them. Exoscars without shields were pretty vulnerable but it's only a 2 OP difference so it feels reasonable. The Selemene has the same issue as before while the small Vocal and Chorus felt the damage hit against the tougher fighters
  • As for the fighters, the Arias are pretty good and do well for their cost. The higher end Arias doing kinetic and HE missiles keeps them relevant even vs endgame fleets and make the bulk of my fighters. Also the Hyper Aria (35 OP) can be sold in Prism Freeport. I think it has a blacklist you can use for that.
  • Besides the Hyper Aria, all the 20+ OP wings are insanely overtuned. The Menascar having 400 speed, 1000 hull, 1000 shield, and 400 armor makes it extremely durable. I highly recommend nerfing its speed as 400 means it can outspeed projectiles. The 400 armor is pretty iffy as well as most PD is frag so 400 armor means only main guns and missiles can truly hurt it. The Nekonyan and Forlorn are also insanely durable as they have higher defensive stats (1000+ hull, 1000+ shield, 100+ armor, 3 fighters, 20 OP) than single super-fighter LPCs like VIC's Asmoday (25 OP, 1 fighter, 625 hull, 125 armor, 1000 shields). Same thing with the Noversky only that one is honestly just funny because it has 2500 shields. 
  • Hyacinth is probably ok with its insanely durable stats because it has 100 speed. I'd say to remove the USB Class 1 bombs for missiles like HVARs as they move based on the ship's momentum so they basically never hit anything.
  • Exoscars, Sakurais, and Hibiscus are pretty standard bombers. They do good damage and are reliable in hitting their mark. Though the Hibiscus being 6 OP is likely too cheap for its performance and durability.
  • I haven't used Interceptors because Arias exist so sadly can't comment too much on them.

I hope this helps c: Also Solvernia pls I need more cute warships.

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Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
« on: March 02, 2022, 02:35:04 PM »
Found a typo in the mod for the Hikone 125 AP(O). It's marked as anti-armor while using kinetic as its damage type.

Using the 27/02 2022 version


[attachment deleted by admin]

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Modding / Re: [0.9.1a] Boarding Util v.1.0.0 [YRUTL]
« on: March 19, 2021, 05:20:06 PM »
I was playing the new RYAZ update and fought Knight Templar ships. It would seem their unique shield type does not react well with the new boarding mechanic as I get a Fatal: null error occasionally when using the skill. Sadly, I'm not sure how to consistently replicate the CTD.

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Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: October 03, 2020, 09:08:25 PM »
There's a bug with Neutrino shields. If a Neutrino capital raises shields in the front, a Doom can then mine strike directly inside the rear of the ship. This also works if the shield is raised in the back. It would seem mine strike only calculates for the shield and ignores the ship.

Also I found out that mine strike considers dead Mammut shields as "raised" so Dooms cannot drop mines around Mammut corpses.

Here's an Imgur link that Avanita helped me with.
https://imgur.com/a/ylfQxsy

In the 3rd pic, you can see 2 mines about to spawn inside the Jackhammer's rear
In the 4th pic, that's a Banshee Norn with Shield Bypass (from SWP) which would lead me to believe it's Neutrino's shield specifically and not the ships.

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