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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - Brainwright

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1
The primary issue with this is the balance of weapons, hullmods, and flux is already pretty tight, and this just adds more restrictive hullmods.

So I see no point.

2
Suggestions / Re: Autosave
« on: October 16, 2023, 09:02:14 PM »
There is a mod that does autosaves.  It's just that saves can get bogged down by mods.  So the mod as default just reminds you to save.

3
Nope, pretty sure that changed with the last major update to the mod.

4
https://gyazo.com/a28781512a9d968737ae480865da5580

Hey, is the watchdog supposed to be missing an arm? its left arm shows empty and only right arm has weapon. Is my game glitched? Thanks.

Been a bug since the game updated.

5
Spoiler
The fix for the nex issue has been below the download link for like a month now. I guess this wasn't visible enough apparently, so i've fixed that :>

Anyway, I am alive. Sorry for the extended silence. I've been working on this update in the background when im able but featurecrept hard trying to add some campaign layer mechanics. I think i'm just going to cut some of it (at least now, you can actually turn valk in, and a few other things) and a few other things and make a release within the next month so at the very least people aren't constantly asking about that crash here and in that SS Discord
[close]

Figured it was something like that.

6
General Discussion / Re: Doom can't keep getting away with it
« on: August 16, 2023, 07:52:10 PM »
One thing that kills me about phase ships is the hard break after coming out of phase.  Not only does this throw off your aim, but it is just free damage to your ship, sharply limiting how much fighting smaller phase ships can do.

7
By the way, is shoi dead?

8
can i add wingcom to a carrier?

It’s a hullmod you can buy from New Meshan or salvage.

9
General Discussion / Re: Steam deck eligibility
« on: August 11, 2023, 07:29:33 PM »
It works fine in gaming mode, though I do get memory warnings.  The game itself never seems to suffer except for very specific effects.

Desktop mode seems to require a monitor plugged in.

I'll see if my control config is ready for the public and post a link.

You will have to add it to Steam.

10
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: July 03, 2023, 07:58:56 PM »
Gotta say, the setting to prevent starting worlds from getting conquered addressed most of my complaints with this mod. Wish I had known about it sooner.

Even the embattled worlds are less likely to depop.

11
Suggestions / Re: Capital Neural Integrator Dynamic Cost per DP
« on: June 28, 2023, 09:28:58 PM »
What about making NL hullmods cost no to minimal OP and making them increase DP like with CH instead?
I feel like that is counterintuitive as the purpose of the player piloting ships with their own skill is to provide greater DP value for their flagship than under AI control.
Increasing ship DP to accommodate player piloting basically nullifies that. It feels... wrong.

Hmm, that's an interesting idea! It doesn't have to nullify it, right? Just bring it closer to a "balanced" value, whatever that exactly means in this case. I don't think that's fundamentally different from having a high OP cost, either way you're getting a bit less ship for the DP you pay for it.

I want to point out that increasing DP or recovery costs are underutilized as balance tools.  Maintenance and fuel costs are logistical penalties and that just makes using them more annoying.  And it doesn't have any effect on balancing the ship in combat.  The best ship will always be the only ship you need so long as it is a matter of one more atlas.  Given the limited fleet size, one ship that can replace several will always be preferred.

Increased DP has a strong effect on fleet composition, and is probably the best fit for high-tech style low ppt ships.  You can even scale the DP cost by how many capture points you have or other factors. 

Increased recovery costs solely act on fighting and scale with using the ship poorly.  A ship too precious to use continuously is a good thing.  It breeds specialization.  You could have really exotic weapons add a recovery penalty as well.  This is a rather fun tool.

12
General Discussion / Re: Dragonfire DEM
« on: June 19, 2023, 06:45:58 AM »
I think he meant if the Dominator was flamed out.

13
General Discussion / Re: Venture
« on: June 18, 2023, 08:31:12 AM »
I would say that Defensive Targeting Array gives the Mining Pods just enough of a boost to be effective against Harpoons and the like.  Everything else will require relying on the shields.

This would free up the turrets to be mildly threatening.

14
General Discussion / Re: [0.96a-RC10] Linux Installation Guide
« on: June 18, 2023, 08:26:09 AM »
Can confirm that Starsector runs reasonably well on the Steam Deck (based on Arch), but using it on the Desktop has some issues with screen size.  Most of these can be fixed by switching to gaming mode, but it can be frustrating to try playing it on a bigger screen.

Haven't quite figured out what gets it to recongize that a bigger screen has been plugged in.

15
General Discussion / Re: Dragonfire DEM
« on: June 18, 2023, 08:20:51 AM »
You get what I'm saying though, don't you? Shield busting weapons are ALWAYS going to win and massively inflate %total damage done in their favor. Shield damage potentially never ends because you can just vent it away and get an entire shield "HP" bar back, over and over and over. There is only a tiny amount of hull and armor damage available to deal in comparison so weapons that bust hull and armor don't get the chance to massively inflate their stats.

I think this needs a greater focus, because it's not just a matter of numbers.  My experience tells me that the combat AI compares its flux values to its target, and it becomes very unreliable when it doesn't have a clear advantage over a given target.

Kinetic damage becomes very inefficient at higher levels of flux, 10% damage to armor versus 50% damage to shields for HE.  So for the past few months, I've been devoting most of my ship builds to HE and energy damage, using just enough kinetic to win the flux war.

This worked well for the ships I pilot.  My first useful build for the Retribution was two Devastators, a Mjolnir, and a pair of light needlers.  Built for max cap, that ship could easily over flux most ships within two passes (which does mean it needs to escape to vent, which is why the Orion Drive is so useful)

However, as I moved this philosophy over to the rest of my fleet, I lost the ability to do most of the genuinely difficult content.  It wasn't that they were ineffective one-on-one, it's that they were unreliable in a fleet and required a level of micro-management that can't be done.

Started building things the opposite way, mostly kinetic and some energy or HE, and the fleet works again.  I'm still building the ships I pilot the same way, but the fleet just can't follow along.

And this is important to Dragonfires, as ships that use these might not be as aggressive as the design requires.  They really are a different philosophy from other strike weapons.  They do not dump a lot of hard flux into enemy shields, so they have a tendency to be launched from a distance whether or not the parent ship is actually engaged.

I like them, though.  My capitals tend to have one or two medium mounts as a knife fighting option to keep smaller ships away.  Firing from "within" the perimeter of the ship, they're as good as a heavy turret, and the flux damage is much more persuasive against smaller ships.

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