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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Radicaljack

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That's probably the part of it I find the worst to be honest.

I'm sure anyone eager for this to come out will have plenty of (hopefully) positive and meaningful feedback to give you on it, like you said the numbers are easy to change, it's the code that seems a bit intense to figure out for me. Will be interesting to see how the AO and AC fair in this new environment. The RC 14 did a lot of good steps on fixing issues the game had, I do think Archean Order will do well in .95, and like I said people will be sure to find the things that are really out of place fast, even in the base game those things all kinda stood out to people right away.

Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0
« on: April 17, 2021, 06:46:38 PM »
Targeting Analysis: it's a bit weird the bonus is just to capital ships now.
Impact Mitigation: it now protects from small strength hits more than bigger hits, which I'm not sure is a good idea.
Standoff Tactics: it's better than Ranged Spec, since it works for more than two ships in the game.
Phase Mastery, Phase Corps: I suspect they will still be problematic.
Systems Expertise: it's a real shame you nerfed it, because it was pretty fun for most ships that aren't Doom.
Missile Specialisation: it stacks with ECCM, missiles are so fast now.
Officer Training: spend story points to spend story points... Come on.
Energy Weapon Mastery: what's up with that EMP resistance? It's not much, but it's weird it's there.
Special Modifications: again, spend story points to spend story points.
Automated Ships: it's hilariously OP now. Getting a Radiant for a single skill point is incredible value.
Colony skills: they presumably are the best moneymaker skills, making other (mostly industry) skills obsolete. It's in a similar position as Automated Ships, in that it isn't immediately strong, only after you can get what makes it strong, but then it blows other skills out of the water.

I also have more fundamental issues with what you're doing with those skills, but you have heard about them already.

Tis a mod, and a customisable one at that, the base game skill tree is hilariously out of balance as it is, why the intense scrutiny for this?

Big fan of this OP, will let you know if any issues come up!

General Discussion / Re: Questions about mid-late game
« on: April 17, 2021, 06:21:38 PM »
Would be nice if the options weren't just "WE ARE GONNA RAID YOU" or nothing. Having your market share impacted or paying people off via colony supply would be more interesting. If their intention for an expedition is lost profits, money should be an option. Paying a SP is never ever going to be a sustainable or worthwhile option, those are pretty much finite at max level and paying them for 5 rep is nuts. I don't even mind farming rep, but it's just insane when every 2 months a new assault is inbound.

General Discussion / Re: Questions about mid-late game
« on: April 17, 2021, 05:16:31 PM »
Wait, the expeditions being sent so often is a bug and should be fixed in the bug patches coming "soonish"? That's a relief, was pretty miserable farming rep just so I could deal with the 10 or so a cycle.

Cannot wait to see what AE brings to the table in the next release, should be a fun time to test it all out and cannot wait to hear the great music and find BP's of all the great stuff again.

It is the worst but not the only example of the flaws of the new skill system. Also I think derelict contingent is a terrible skill in general, just a gimmick and not at all a skill that reflects anything realistic, or fun.

Modding / Re: Do you use level cap increase mods?
« on: April 15, 2021, 11:22:22 PM »
Yeah I took the 25 one, toned it to 20 and then increased battle size. Miserable DP mechanics and officer spam are just not fun gameplay so I went for this as a workaround until things get balanced out.

Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 15, 2021, 06:46:05 PM »
The DP calc and ECM wars stuff is the worst part of this update, if it's not balanced out I'm gonna have to learn to modify the settings to fix it, because it's so boring and unengaging.

Mods / Re: [0.95a] High Tech Expansion v1.4.2
« on: April 14, 2021, 12:13:46 AM »
All things considered calling this mod "not very good" is just opinion, one that I don't share, but saying it causes problems beyond what most can comprehend is either crazy or needs explaining, because I ran it in .91 with tons of other mods and never had it casue any issues at all.

Planning on giving it a whirl sometime soon so long as the next release candidate is in the oven, gonna want to see those skins in action again.

Suggestions / Re: Docking Fighters
« on: April 13, 2021, 04:18:11 PM »
Would love this, makes no sense to have bombers lingering outside the ship, and when the fighters are in danger of being wiped before you can use them it's silly to have them out too. A delay to engage orders after undocking mid battle would be a nice downside, currently dooms just slaughter regrouping fighters and though i usually regroup interceptors by default, sometimes I'd rather just keep them inside.

Great first post idea, you're English is fantastic btw.

General Discussion / Re: Post your exceptional 9.5 core world seeds
« on: April 08, 2021, 01:39:18 AM »
Terran planet with -1 volatiles +1 farming and +1 Organics, with scattered ruins.

Ina system with two volcanics with rich ore, rich rare ore, and widespread ruins and a gate.

3 Ly away from a cryo where the system contains a desert planet with an array and farming, and a gas giant, and a barren planet.

9 Ly away from a shunt.

Best of ALL, theres a spacefluff free route in a pretty straight line from the core worlds.

Best planet ive ever seen in any playthrough. Well, planet aint amazing but the whole.

theres an astral BP nearby and two derelict conquests.


I always forget the planet name. Its like barabas, oberaby. It has O's and b's in the Mojave constellation bearng 35 degrees nakata.



... why is the presence of a gate suddenly a big plus?

might want to play it to figure out, kinda a spoiler

General Discussion / Re: New skill system is a step backwards
« on: April 08, 2021, 01:34:32 AM »
Yeah so much of the progression feels forced and pointless, why are missles last but speed first. The same tree opened up would be way more fun, I like the skills and like the choices but having the lines like they are now is not good.

Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 07, 2021, 05:24:35 PM »
After having put a couple of afternoons into the new version:

I'm really liking the new economy and the industry items, overall I'm really enjoying the whole of the exploration and colonization aspect.

I'm really not a fan of the new combat though.

First, the AI is back to feeling way too timid like they were a few updates ago, it feels like they all just cluster up at the edge of enemy ship's firing range. They also have an infuriating tendency to block each other's firing line. Most noticeable with slower Hagemony fleets.

Second, officers were fun in the beginning, but it's time to reign them in. They're making the early game where the player doesn't have officers extra frustrating, and then end up making the late game too easy when the player gets a full roster of their own officers. My last system defense, I tied up two wolves and a Shepherd on a single Wolf with an officer, which leads to number three...

Third, why the hell does the AI still have such a massive deployment advantage over the player? Especially when we have a meta where the player may need to tie up 3 of their ships to match one of the enemies? I'm getting increasingly fatigued of getting overrun at the beginning of the battle and not being able to control enough of the battlefield to even come close to matching the number of hulls the enemy is throwing at me.

Really hoping the next patch comes out soon to address this, kinda shelved the new update and didn't explore all it had due to the insane DP issues of late game and midlate game. Really boring.

General Discussion / Re: The game became too hard
« on: April 07, 2021, 02:53:46 PM »
is there any hint of tweak patches to the terrible DP and officer spam issues? This makes playing seem pointless as you inevitably run into the same boring fun killing issues.

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