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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Mysticunicycle

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I'd like to see at least a small summary of the industries added by this mod to the original post. I had to track down what mod added Modular Fabricators since when I added Shadowyards to my playthrough I thought it was just another faction. With basically no knowledge of the industry (and it apparently has upgraded versions?) I dunno if it's worth building, how it interacts with Heavy Industry, etc. It's not exactly spoilery material IMO, seeing as how it just shows up on the industry build screen and it's gated behind exploration, but even a small description / mini guide on the industries your mod adds being on the original post would be pretty great. If this exists somewhere and I happened to just miss it, point me to it :]

Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: May 18, 2022, 06:12:52 AM »
I didn't encounter the Luddic Path until like 8 hours into my current playthrough, and I wish upon a thousand stars that I didn't have this mod installed.

Are the IED ships supposed to one shot cruisers / capitals? This seems pretty horridly balanced if so.

I would be careful of doing this. AI fleets can already field tons of officers (much more than the player), and it seems like the AI officer level is usually 7, where as the player can only create level 5 officers by default. I've seen over 20 officers in an AI fleet before. Adding a lot of fleet skills on top of officers who are already better and more numerous than the player would quickly make every battle feel like david v goliath.

Hello, cool mod you have here.

After a few hours of playing, all of my logistics ships are riddled with extra fuel consumption, extra supply consumption, etc. and I have zero control over it. I assume this is working as intended, but just want to offer feedback that I think this could be improved to be more engaging. As it sits, I've been punished for no reason at all.

I don't know how the code works, only that it only considers hull damage, but this heavily favors ships that are strong finishers, and not ships that are high shield dps. My favorite ship is one that can 1v1 most ships in the game, but doesn't do so in a blaze of glory. In a big battle you'll find it shredding down shields and changing targets, and letting something else finish the first guy off. Is there a way to reward my ship, or am I just going to be stuck at a permanent -30% crew loyalty, even though my ship has never been disabled, or even hurt below like 80% hull? Personally, I don't think your crew loyalty should be able to decrease if your crew was never in danger. Why would they get upset that they didn't die, the ship remained unharmed, and you won the battle? I think there should be an equilibrium point at around 60% combat rating, and as long as your ship isn't getting its hull breached every battle, it should tend towards that point. If you do high damage / killing blows / whatever, then you tend above the equilibrium line. My flagship can't climb above 48%, even if I put it solo vs 4 or 5 small pirate scum constantly.

Mods / Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
« on: April 21, 2021, 04:21:48 PM »
Trying out some new ships in my new playthrough. I am unsure if I am doing something wrong, but the AI is exceptionally bad at piloting your ships for me. I have officers in Bliss frigates who quite literally will never engage the enemy, even though they are steady / aggressive personalities. It looks to me like they can't decide how they want to position, since the weapons are largely broadside. Any tips?

I'm impressed with the new story mission. A pretty good multi-prong approach even though there still some plot holes here and there. You would have to beef up that unique phase ship if you which to integrate it into your mod though. It's crappy.

The new raiding mechanic is great but still needs improvement. Especially, the reserved force that does nothing and unlimited supply you can get from raiding pirate base over and over.

The new contract mission is kind of a mess with contacts all over the place. Low paying wages discourage me. Sometimes your contact went missing and it's kind of a waste of time to check in on them every now and then. If Alex could make it so that we could check all available priority contact quests on the fly...

Do you plan on messing with the skill tree? I think a few will need a necessary balance pass, especially fighter buff. +100% damage to fighters would be utterly broken. Carrier Group would need a minimum value of 15-20% if you exceed it. Weapon Drills is useless, my fleet only has a 3% buff now. And if my fleet is not this big (not even max yet), then I have no chance of completing any end-game content anyway. Gunnery Implant's ECM might have to go. Coordinated Maneuvers and Wolfpack Tactics shouldn't require an officer to take effect. Automated Ships also need limitations removed so that I can have fun with them hehe.

Just chiming in about how useless skills are. I only have a fleet of 23 ships, and that includes logistics. I have 2% damage bonus from Weapon Drills. I'm pretty endgame, and every fleet I go up against takes the 180/120 split of deployment points. If I filled my fleet spots with Paragons to balance the deployment points, I think I'd get decimal values from Weapon Drills.

I would love to play this conversion when it updates, with skills that are less useless than vanilla :].

If the relays are affected by AI Cores installed in any patrol-generating building, it should say so.
They are not.
If the relays are exclusively affected by AI Cores in High Command but not by AI Cores installed in Military Bases or Patrol HQ’s: Why?
Balancing. Relays are powerful enough as is, if you want to super-fortify your system with them, build a high command. If not, well, a military base is all it takes to build them, or a high command anywhere else - but you won't have access to the AI core effects. Mod's full of hard choices, by design.

I think you missed my bug report. The highest defensive structure I had in my system was a military base (read: not a high command). The military relay on my second planet said "This building is affected by AI cores installed in a local High Command." I did not have a high command. I had an AI core installed in a military base, and that's what the text should have told me. I was a little confused when I saw it, thinking I mistakenly built a High Command until I checked my other planets.

Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: April 20, 2021, 02:18:05 PM »
Most cruisers can 1v1 an Onslaught or Legion. I just put my Astral up against the Maelstrom and it mopped the floor with it 5 times in a row. Just simple longbows and daggers. Even still, the game doesn't really care about 1v1s, as that tiny shield angle gets the Maelstrom killed by destroyers and frigates with ease. I am not playing with the DA ships, but against them. I would like for them to just be a bit more of a challenge compared to the other midline / high tech ships in the game.

Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: April 20, 2021, 12:55:25 PM »
Hello, feedback here.

I am playing a Nex rando generated sector.

I am not sure if it is just my save or not, but in less than 4 years Diable Avionics had squished TT out of existence, and has reduced Hegemony / Persean to one system. They seem absurdly strong on the campaign map, able to win basically every single invasion I see come up on the intel screen. I didn't count how many starting colonies they had, and didn't notice until about a year in that half the map was brick red when my favorite TT trading colony wasn't blue anymore.

As far as the ships go, I think they are exceptionally weak. I'm able to solo the battlecruisers in a tempest, and anything less than the battlecruiser gets deleted by any assortment of high tech / midline laser boats. I think they look really cool, but the extremely small shield arcs, combined with weapons that trade range for other benefits, combined with the phase ability that lowers their shields momentarily just makes them unusable in the AI's hands. If a paragon is concentrating 4 high, 4 grav, and 6 tac lasers on the battlecruiser, and it jumps and lowers its shields for that split second, it is going to lose half its hull instantly. I don't know what needs to be buffed to make these ships less of a pushover, but two paragons can easily beat a fleet of 30 of these battlecruisers and not take a single point of hull damage. I'd start with the shield lowering jump ability - the ai just suicides with it. After that, maybe buff the shield arc slightly so I am not able to solo the BCs in a frigate. The weapons also all seem underwhelming in a world where range is king.

Yup. It should say something other than just High Command. Either combine the two with a slash, or have it display which of the two is currently the highest tier in the system.

Bug report - When I look at a Military Relay on one of my planets, it says "This building is affected by Ai-Cores installed in a local High Command." I do not have any High Commands, on any of my planets. I assume it should say "Military Base" instead?

Hello, new player here in .95a. I like a lot of things in this mod, as colonization felt a little bare in the vanilla playthrough I did first.

Can somebody explain to me the way to metagame with military relays? I understand that a relay should go on second, third, etc. colonies in the same system as your big daddy colony, but should I only be building relays? Should I build patrol HQs / bases as well? I don't really understand the best way to optimize here, as they are not exclusive from each other.

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