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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Mikomikomiko

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1
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: March 13, 2024, 12:44:58 AM »
Thank you for picking this up. Agree with balordezul's take. I believe it's just unintuitive to think that not all slots need to be filled so newer players tend to feel something is wrong when a weapon slot is empty.

2
Mods / Re: [0.96a] Tahlan Shipworks
« on: September 14, 2023, 04:56:44 AM »
I actually enjoy the GH guns and don't find them underpowered. It just felt like they have a more command point micro intensive RTS playstyle (which is uniquely available to the player) than purely auto battling with micro focus on your command ship.

When playing multiple cruiser level ships with GH long range weapons (as opposed to only a few ships sporting GH guns), the longer-than-average ranges on the GH guns tends to (en masse) volley targets off the map using manual eliminate commands to your fleet, sometimes before the majority of hostiles get into the classic opposing firing lines positions we usually see in the game.

The longer ranges also mean that when things do get into the mentioned firing lines scenario, most of your fleet's ships can still focus fire a single prioritized target due to everyone having longer ranges.

This however kind of means that setting your ships into perma-overdrive goes counter to this volley fire mode of play as overdriven ships tend to get in close with targets (so I barely used the hullmod).
I also use steady ai officers rather than the more famous aggressive ones when playing this style for GH themed fleets

Maybe the point of the overdriven system is to have it on a designated "tank" ship, while the rest of your fleet run DPS?


Does anyone have any suggestions for the most optimal way to outfit Great House ships? I'd love suggestions for Legio as well

If you want to run a mostly GH shipline with GH weapons for mid game, you can try

GH Dominators with 2 Styrix, 3 Karions, the rest as PD
Integrated targeting Unit, Shield Shunt, ECM Package

GH Enforcers with Gardions, the rest as PD
Integrated targeting Unit, ECM Package

Maybe 1 Tank GH Onslaught (Haven't tried this yet), I prefer the old Tank Monitors to run distractions and take on the bulk of enemy fire.

These GH ships have movement based systems and will usually move as a bulk quickly to the center of the field, meeting the fastest ships on the enemy side,
who will find themselves under rain of multiple Styrix kinetic hardflux spam, overload, and then get surrounded (from afar) by the Enforcers who will pelt it with high explosive from around 1.1k range.

Most of the other enemy ships will eventually catch up but can also be focus fired by commands, so you'll find yourself more focused on the map (tab) than on your own ship

As mentioned, I also try to stay away from aggressive captains in GH ships since those tend to break formation and suicide into enemy lines.

Not sure how endgame GH plays as I've yet to experiment with their bigger ships

3
Modding Resources / Re: [0.96a] LunaLib
« on: August 18, 2023, 07:32:09 AM »
Hi! Just wanted to express my gratitude for this mod

Not having to comb through the different files in each mod in order to enable/disable options has been incredibly convenient

4
Mods / Re: [0.96a] Console Commands v2023.05.05
« on: July 14, 2023, 10:02:18 PM »
Suggestion: currently the AddOfficer command can only create male officers, would be good to be able to choose gender, it has effects on dialogue and stuff.

Addofficer does not only create male officer. It's random. I use it from time to time and I get female officers (female name and portrait) too.

I believe the person above you meant with regards to the campaign.xml where the new officer will have

g="MALE"></n>

regardless of portrait and name when you open the save file

5
Mods / Re: [0.95.1a] ScalarTech Solutions 0.8.7
« on: April 09, 2023, 11:07:08 PM »
Random question, are there any recruitable named officers in this mod?

If you have the mods that allow you to capture defeated officers and Nexerlin, you either have a chance to (or guaranteed to get; depending on the mod you use) the bounty officers from ScalarTech

Spoiler
Auri Calus is a pretty beefy officer with
"ballistic_mastery"
"systems_expertise"
"ordnance_expert"
"damage_control"
"impact_mitigation"
"point_defense"
"polarized_armor": elite
"missile_specialization": elite
"energy_weapon_mastery"
"target_analysis"
"gunnery_implants"
"electronic_warfare"
"helmsmanship"
"combat_endurance"
"field_modulation"
"coordinated_maneuvers"

[close]

6
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: December 29, 2022, 08:10:19 PM »
fully agree with your assessment. good job wording that out

Same here, can't count the number of times Lyons have held the line for weaker flanks

7
i only meant to sell / donate cores TO Midnight Dissonant as an act of liberation of her kind.

I would like to second this request. Makes sense from a fluff stand point too given her initial quest for the player

It doesn't have to be a lot, maybe similar to how we gain rep pts when we turn over cores to planet npcs?

8
Mods / Re: [0.95a] Shielded Holds For All v1.0
« on: May 18, 2022, 07:46:23 PM »
If I remember correctly built-in logistic mods don't count towards the logistic limit

9
Mods / Re: [0.95.1a] Foxy's Quality of Life - Cosmetic Tweaks
« on: May 18, 2022, 07:34:33 PM »
Nice job :). Some of these look familiar, never made the connection they'd fit in with the game ambiance

10
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« on: February 12, 2022, 07:51:47 PM »
I know. That's why I said in 5 or 6 posts back that even if someone managed to find a way to stop mediums from being mounted in a matching large, this act will probably affect all large slots in response to the one asking for small / med supers

11
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« on: February 12, 2022, 05:07:54 PM »
That's why I made this post earlier


You can, but only by making them binary or universal slots.

This. Though weapons that are specifically binary that are 1 size class below will go into those slots.

Ex. A Large Hybrid slot will accommodate Large Ballistic and Large Energy weapons, but not Medium Ballistic and Medium Energy weapons.

BUT it will accept Medium Hybrid weapons.

Question now is if this is intended. For another thread maybe? Might derail this thread

12
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« on: February 12, 2022, 10:56:51 AM »
Only specific mounts can accommodate smaller weapons of the same type, specific mounts are: (Energy only / Ballistic only / Missile only), any mount which accepts 2 or more weapon types (like Hybrid) will only accommodate weapons of the same "Size" as the mount itself.




13
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« on: February 12, 2022, 07:28:35 AM »
You can, but only by making them binary or universal slots.

This. Though weapons that are specifically binary that are 1 size class below will go into those slots.

Ex. A Large Hybrid slot will accommodate Large Ballistic and Large Energy weapons, but not Medium Ballistic and Medium Energy weapons.

BUT it will accept Medium Hybrid weapons.

Question now is if this is intended. For another thread maybe? Might derail this thread

14
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« on: February 12, 2022, 04:09:47 AM »
From my meager knowledge making ships using only sf-ship-ed.3.0.0-alpha-10, you would probably need to modify each ship with a large slot to not accommodate a medium weapon to do that.  And this would result in ALL medium weapons being unable to fit in large mounts.  :-\
The problem remains inside the game, there is nothing stopping you from placing a medium energy weapon in a large energy mount.

Really? I swear i remember having made ships with large slots that would not accept medium weapons. Lemme check

15
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« on: February 10, 2022, 04:55:53 AM »
From my meager knowledge making ships using only sf-ship-ed.3.0.0-alpha-10, you would probably need to modify each ship with a large slot to not accommodate a medium weapon to do that.  And this would result in ALL medium weapons being unable to fit in large mounts.  :-\

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