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Messages - Dampfnudel

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1
Any mod suggestion that adds some nice weapons with proximity charge and aoe weapons?

I do love the looks of the proximity charge launcher or the flak cannon in action!

All my ships are are armed with these :D

2
Modding / Re: Changes in mods are not applies in game
« on: April 08, 2022, 10:40:33 PM »
The way the mod is set up, changing the source files isn't enough, you need to compile them and put them in the .jar file the mod uses. This requires some knowledge of working with Java (in particular the use of an IDE).

Well actually, there's a workaround:
- move the modified .java file to More HullMods/data/hullmods
- open the mod's .jar file (in /jars/ folder) with a zip program and delete data/hullmods/MHMods_TorpedoSpec.class

What this does is: the compiled file no longer exists, so the game will auto-compile the modified source file and use it.

Thank you! it worked!



3
Modding / Re: Changes in mods are not applies in game
« on: April 08, 2022, 01:32:13 PM »
How exactly did you change the values?



I changed the values for the script within the java file.

However, it appears no changes have any impact. I can even remove the file and I still have the "original mod effects" active.


4
Modding / Changes in mods are not applied in game [solved]
« on: April 08, 2022, 12:56:17 PM »
Changes in mods are not applies in game

I have changed the values of a mod, but the changes are not applied in the game.

In this case: The "more hull mods" mod has a "torpedospec" hull mod which increased speed of missles but reduces turn rate.
The mod works.

I edited the values from 30% speed to 50% speed but saw no changes, so I edited it to 100000000% speed and I still see no changes.

Am I missing here something?

Is the game not reading the edited data somehow?


5
Mods / Re: [0.95.1a] More HullMods 1.11.1
« on: April 08, 2022, 10:03:56 AM »
Thank you for your amazing mod!

Suggestions for some additional hull mods:

Missle engine overdrive: + speed + acceleration -- range

Anti Shield Ammunition
Shield Concentrator: Less Shield Arc, Less Shield damage

Ablative Armor: +% Armor for damage calculation
Living Armor: Armor repair %
Light Alloy Armor: Minus Armor %; + Speed %

Low Maintenence: Less Peak Performance, Less Maintenence Cost











6
Suggestions / Suggestion for eagle/falcon
« on: October 22, 2020, 12:33:39 PM »
Suggestion for eagle/falcon

Swap the position of 2 central energy slots with the 2 frontal ballistic slots. This allows the eagle and the falcon to efficiently mount dual flak.
I think this makes these ships viable without being overpowered.

7
General Discussion / Re: My fleets struggle versus carriers
« on: October 21, 2020, 09:37:35 AM »
A lot of mods add new weapons. Including PD. Some of them actually are viable.

But in vanilla, I still struggle. Dual Flaks seems to work okay. But most ships can not use it.

Most AI controlled cruisers struggle against a single drover.

I use the onslaught now, this ship shreds fighters quite good with Vulcans and flak. But it does not feel fun not to be able to use most ships as they fail to win against drovers.

8
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 21, 2020, 05:20:45 AM »
Can we please get a buff to PD?

Like giving PD a modifier that increases damage to fighters and missiles but reduces damage to everything else.


9
General Discussion / Re: My fleets struggle versus carriers
« on: October 20, 2020, 11:57:01 AM »
Flak (and most other balistic weapons) have ammunition. They replenish, but once the initial amount is gone, the damage output is not big enough to fight off fighters.

What? There was one short-lived version quite long ago when all ballistic weapons had clip mechanics like that, but it was scrapped very soon.

I can confirm this, if my flaks ran out of ammo or started firing slower I would definitely be able to see it in the missiles my ship would eat.

Ok weird. I guess I reinstall th game.

10
General Discussion / Re: My fleets struggle versus carriers
« on: October 20, 2020, 09:32:12 AM »
But outside of fielding your own carriers. Is there anything to make normal ships be able to survive fighters? There is simply no PD weapon that can kill fighter.

The dual flak fails as it runs out of ammunition before the carrier runs out of replacement rate.

Dual flack does not have ammo?

Any weapons with high DPS and/or accuracy/turn rate is effective. IPDAI helps as well since it improves weapon tracking and since it prevents flares from eating dps (and since it makes PD weapons kill missiles faster).


A SO Dominator with at least 2 assault Chaingun in the medium turrets as an example pretty much laughs off fighters. Massed Vulcans with IPDAI are good. IRPulse are good....

Flak (and most other balistic weapons) have ammunition. They replenish, but once the initial amount is gone, the damage output is not big enough to fight off fighters.

I will try pulse lasers/machineguns with better turrets.

11
General Discussion / Re: My fleets struggle versus carriers
« on: October 19, 2020, 12:35:06 AM »
Omens emp emitter is amazing against fighters and missiles. I just have a few of those escorting key ships in my fleet, and I have several carriers of my own with interceptors. That's enough to deal with all but the most carrier heavy fleets IMO. I also do use a lot fo escort commands to ensure that smaller ships don't wander too far and that ships stay in groups.

Is there a weapon similar to the emp emitter so I can equip my normal ships with functional PD?

12
General Discussion / Re: My fleets struggle versus carriers
« on: October 19, 2020, 12:31:45 AM »
But outside of fielding your own carriers. Is there anything to make normal ships be able to survive fighters? There is simply no PD weapon that can kill fighter.

The dual flak fails as it runs out of ammunition before the carrier runs out of replacement rate.

13
General Discussion / Re: My fleets struggle versus carriers
« on: October 18, 2020, 09:59:53 AM »
There are some very useful counter-carrier fighters you can use too like the Wasp and Flash with their proximity bombs that can annihilate whole fighter waves!

I usually tend to stick with basic light machine guns for my point defence as it's cheap, common, and surprisingly effective vs anything with shields. Sure heavily armoured fighters with flares give me trouble but they aren't as common as you'd expect. Cheap machine-guns of all kinds can be fired for almost free and so often tend to overcome tougher fighter swarms through sheer sustained fire-power without compromising flux capacity to a terrible extent.

Only really astrals are true threats as other carriers often hit a wall where their current wings are being demolished faster then they can be replaced, then you just move in a slaughter them. Astrals have such a swarm that can be recalled that they can be hard to pin down.

Larger fleet compositions also allow for specialisation that can help immensely, even against gunboat fleets. If you can stomach it, capital ships with conservative load-outs of PD and kinetic damage can be very defensible and almost unkillabe when supported by missile boats/carriers if your own to do the real anti-armour damage. I personally put little stock in using frigates as PD support as they can barely cover their targets even from the rear, and usually just get killed protecting them from the front. No personally if you are using escorts at all it's to support defensive capitals/cruisers with their killing potential such as using sunders/hammerheads with anti-armour damage in highly mobile and disposable packages.

Escorts in SS serve better as torpedo boats then flaking defenders in my experience. (Carriers/missile boats are however a decent exception with their long range.)

How do you field the flash? Isn't it a remnant wing?

14
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: October 18, 2020, 07:41:05 AM »
The Phoca-class Light Cruiser is so sexy

15
Mods / Re: [0.9.1a] More HullMods 1.4.0
« on: October 18, 2020, 02:14:56 AM »
Can you create a hullmod that increase ammunition regeneration? (one for balistics and one for missiles).

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