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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - RedBaronFlyer

Pages: [1] 2
1
Modding / Re: [0.95.1a] S/WP Submod: OOPS! ALL VARIANTS (1.1.0)
« on: May 07, 2023, 10:21:50 AM »
Hi, I greatly appreciate anyone who has ever bothered to try out this mod.

Unfortunately, I don't really have the time or desire to update this mod further. I will not be attempting to update this to 0.96 for the foreseeable future.

Feel free to do whatever with the mod. WTFPL.

2
Mods / Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« on: February 12, 2023, 01:46:12 PM »
I figure this isn't really possible, but I kinda wish that multi-fleet raids/invasions would use the "follow me" system (or have the option to enable it) introduced by the mod. 2-4-ish fleets usually stick together, but any more than that usually results in fleets getting lost in subspace or entering through different jump points.

3
I was wondering if, in the future, we'd be able to have the ability to essentially delegate the ability to issue orders to a command AI on our side. I've noticed that both friendly (NPC) and enemy fleets have the ability to issue orders like the player. It seems like the AI has the ability to issue out all the commands that the player has (or at least the most important ones) This is a really neat feature, and it helps battles feel a lot more strategic, and it makes fighting with, and against other fleets enjoyable.

However, especially during the late game, or in a battle with a lot of ships, it can be a bit overwhelming or tedious to issue orders. I usually issue orders at the start of the battle just fine, but I tend to focus too much on combat once both sides have met in the middle of the map. It's a bit frustrating because I can usually focus on combat or focus on commanding, but not really both at the same time. This isn't really a problem in the early game, but later on, I'll often see that one of my ships got killed in the killfeed, look at the battle map, and see that it was a ship that got too aggressive, or more likely, just kind of wandered off and ended up behind the enemies battle line because it was chasing a buffalo MK2 or something.

I realize that part of this is just a skill thing, but I thought it would be nice as an option.

I made an example of what I was imagining. I'm not very creative when writing descriptions or coming up with names.

Spoiler



[close]

4
Mods / Re: [0.95.1a] Better Variants 0.2.1
« on: July 28, 2022, 11:12:01 PM »
I can't tell if it is this mod or second wave, or a combo of the two, but everyone and their mom now uses overdriven ships like crazy.

Yeah, this is what I noticed as well, and it's ultimately what made me stop using the mod. It's honestly pretty annoying. At first, I thought that it was just pirates and pathers using it, but even the main factions like the Hegemony, Tri-tachyon, and the League's fleets will be 60%+ overdriven ships. It is just annoying as hell to fight because they just kite and kite and kite and kite the entire battle, which is the most annoying part of any battle. Despite the speed bonus SO provides, it actually makes battles take even longer because any ship in danger has more than enough speed to backup and passive vent, which just leads to both sides doing this over and over again until a few critical kills (usually capitals) leads to the losing side just kiting away. This often means that battles rarely actually decisive and instead lead to you having to chase down a fleet multiple times unless you're autoresolving. I figure that it's not much better if you are using mostly high-tech because most low-tech SO builds can outrun non-so high-tech stuff as well.

Other than that, I really enjoy the mod. I kind of wish there was an option to limit SO to appearing exclusively on pirate or pather stuff since that feels more appropriate for them exclusively.

5
Hi, I've wanted to do a Persian League (utilizing midline only) or Tri-tach (utilizing high-tech only) playthroughs for well over six months now. When doing said playthroughs I tend to mostly use themed builds (I.E., Hegemony uses mostly XIV and low-tech), but the problem is I don't really *get* midline and high-tech strategies and fleet doctrine. I understand that, ideally, you should really mix and match your fleet and not stick to one tech group, but I like doing it as a challenge.

To preface my thoughts on midline and high-tech, I do not have much experience with either tech group. I'm far more used to low-tech and ballistic weapons. This, more than likely, is affecting how I see the two tech groups. Most of my experience with the two tech groups is either from fighting them in my many campaigns or trying them out in simulations, which are admittedly rather limited. Before you ask, no, I didn't do any 1v1s. I tried having fleet compositions that would make sense in vanilla via the Ship Catalogue. I apologize in advance because my thoughts aren't going to be well worded or thought out.

Thoughts on Midline:
Spoiler
Midline feels somewhat mediocre to me. Some of their ships (such as the sunder, hammerhead, and champion) seem useful, while others feel lacking. I understand that midline is probably the most specialist tech group, where certain ships struggle to pivot to other roles that they weren't intended for. For example, I struggle to take a falcon or eagle out of the long-range kiting niche that they usually default to. I have noticed that midline seems to excel at speed, with some of its roster being great at single target elimination. I just feel like it kind of falls off in the late game if you're fighting large battles.

I'm kind of confused about how to use midline stuff. Their shields usually range from alright to about as bad as the worst shields on low-tech ships, so it seems like their strategy isn't like high-tech in regards to tanking most damage with your shield. Of course, in typical midline fashion, there are exceptions, such as the monitor. On the other hand, most of the midline stuff also has really flimsy armor and hull (compared to equivalent low-tech ships), so it doesn't seem like they can armor tank like low-tech can either.

It's also very difficult for me to combine the ballistic and energy weapon slots that most midlines have to a good effect. I can usually design a low-tech ship fairly well regarding its weapons (utilizing high explosive, kinetic, and frag damage) to make nearly any low-tech at least somewhat effective. Some midline ships also feel like they have really bad flux stats, despite partially or mostly relying on energy weapon slots.
[close]


Thoughts on Hightech:
Spoiler
Ah, high-tech, probably the tech group with the most vocal supporters (I have seen "high-tech best tech" way too much). To be honest, I don't quite get it.

High-tech seems to either rely on speed + ship systems + shield tanking or sitting at max range beaming an enemy, with a few exceptions (Paragons being great at controlling large parts of the battlefield, Astrals don't really feel high-tech other than the ship system). The primary weapon type (barring missiles) that high-tech uses is energy, which leads me to my big issue with high-tech. It feels like I'm shooting foam darts at the enemy whenever I use energy weapons. I don't know if it's just the sound design or the visuals, but to me, it feels like the small and medium energy weapons are simply "okay." This might be due to me not memorizing each weapon's benefits and weaknesses, like ballistic weapons. It's odd because I adore large high-tech weapons and think that every large weapon is handy. In comparison, the large ballistics have weak options, such as the hephaestus. It seems like high-tech relies on missiles to do hard flux, which can then combo into emp weapons to essentially disable a ship, then pick it apart while the enemy ship can't do anything. This issue of energy weapons feeling kinda eh is made worse when it's a high-tech vs. high-tech fleet since both sides struggle to pierce each other's shields. Meanwhile, I can usually use some sort of strategy against low-tech, midline, or high-tech without major issues.

I do understand the shield tanking strategy that high-tech uses. It's pretty straightforward, and I don't have anything to comment on it other than that I'm getting killed a lot because I don't have my shields up since I'm so used to piloting low-tech stuff and only using the shield to tank high explosive shots. I get killed a lot with high-tech because you can generally get away with being really cocky and just vent right in the face of an enemy with the only cost being some armor plating.
[close]

I'd greatly appreciate any suggestions on how to better utilize midline or high-tech, as well as any strategies, tips, and mods that enhance both tech groups. Thanks.

6
Mods / Re: [0.95.1a] Iron Shell 1.17
« on: June 21, 2022, 12:56:28 PM »
Hello,Timid. I want to move this mod to the  Forum of Starsector in China. Can I have your permission.

... why not use this one?

They probably mean to translate it and then post the translated version on the Chinese starsector forum, but it just got lost in translation

7
Mods / Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
« on: June 02, 2022, 10:22:22 AM »
Some of the removals seem unnecessary. Mainly taking out the LG and RG variants, don't really have an issue with any others.

The LG variants still match the current 'unofficial' LG style such as how its done in SWP, and taking them out now because the style is going to change at some point maybe months in the future from a vanilla update doesn't make much sense, unless there's something behind the scenes I'm not aware of.

For the RG variants, if mainline VS is dead (and thus not being updated in any way except for Dragn's unofficial version which also seems to be not receiving any updates beyond its existing barebones compatibility), then just leaving the RG ships as they are in the files doesn't seem like it will require any maintenance, again unless I'm unaware of behind the scenes stuff. Lots of people still use VS via Dragn's update, which works fine as far as I've experienced.

I'd love just having a "BSC Legacy Pack" that contains everything that has been removed from the main mod and isn't maintained. I'm not the most experienced in modding stuff for Starsector but I don't imagine that any of the removed things would be made unusable by new updates unless Alex changes a lot of stuff.

8
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: May 03, 2022, 03:43:08 AM »
I'm also going to throw my (admittedly useless) opinion into the ring and say I'm a bit unsatisfied with where the Diktat is going. The rework kind of feels like the treatment an overpowered thing gets in a multiplayer game (i.e., wrecked to the point of uselessness, any long-time Team Fortress 2 players should know what I'm talking about)

I'd be much more in favor of the Diktat working the other way around, where the Lion Guard is elite. At the same time, the regular navy is mainly incompetent, underfunded, composed primarily of conscripts, and using old (or poorly maintained/equipped ships). Where the regular navy exists primarily to keep order and make sure the populace doesn't get too wild, while the Lion Guard exists to actually get stuff done.  The best example I could think of this would be Sadam's Iraq, where the regular (conscript) army was absolutely massive, but was using the oldest stuff and (usually) performed extremely poorly or flat out surrendered to Coalition forces meanwhile Sadam's republican guard got the good stuff and formed the most potent and most capable fighting forces (but their equipment was still outdated compared to the coalition's equipment)

The Diktat would then be like most military dictatorships where the most significant danger is the military itself. The way that military dictators counter this is by having some sort of force to counteract the normal military (loyalty via the appointment of family/clan members, secret security (like the KGB or DGS), a smaller more elite army that directly answers to the dictator)

The "incompetent out of touch bodyguard with a competent army" (like the Praetorian Guard getting beaten by regular legionaries later on during the crisis of the third century) would really be better in line for the Hegemony (kinda), Persean League (formed by the stronger/more influential Persean League planets to exert force on less influential league members), or even the Luddic Church (religious inquisition/bodyguards to the Ludd-Pope).

I'm perfectly fine with Philip going senile while the state apparatus continues to function properly (for as long as it can, rather). But I question if the Diktat is going to "feel" intimidating after this update. Also, I got no idea why anyone would bother getting the Executor compared to the Pegasus, it seems like a pirate or luddic path thing but even pirate and luddic path stuff have upsides. The executor as it is seems like it will just instantly overflux. Its flux dissipation is 815 with 34 vents but produces 3210 flux with the loadout included in the blog post. Even Onslaughts would struggle to operate with horrid flux stats like that.


Also please keep in the built-in solar shielding for all the Diktat/Lion Guard stuff, it at least makes them somewhat desirable to seek out.

9
Modding / Re: Blockade-class cruiser
« on: April 25, 2022, 03:23:50 AM »
>a low-tech heavy cruiser w/ 2 TPCs
this belongs in XIV colours

Agreed! I'm totally not biased at all.

10
Modding / Re: [0.95.1] Onslaught Intensification V0.11
« on: April 16, 2022, 08:09:42 PM »
Yeah, this is me saying 'no thank you'.

(and I know it'll just be reposted offsite and I can't actually stop you, nor do I really want to - I'm just stating my preference.)

Then why reply

11
Mods / Re: [0.95.1a] Iron Shell 1.15
« on: April 05, 2022, 02:00:17 AM »
Is there some kind of bug where Iron shell starting officers are hard locked to ether Aggressive or Reckless?

I think (keyword on think) that factions use a similar system that the player has at their disposal with fleet composition (but it is set at game start for factions) so it might be possible that Iron Shell officers are set to aggressive or reckless like how a player can prefer reckless officers in the fleet composition menu.

12
Mods / Re: [0.95.1a] Iron Shell 1.141
« on: March 14, 2022, 10:31:36 PM »
Not really.

Would it be hard to make a standalone mod with just the ships? I'm a bit of a XIV Battlegroup fanboy, but having those extra XIV Battlegroup designs as rare ships to find would be awesome even if I wasn't.

I tend to be pretty picky with what mods I add and honestly Iron Shell is pretty lightweight as far as factions go. 99% of the time they just act like an extra force for the Hegemony (Like the Lion Guard for Sindrian Diktat) They also only own two markets in a single system so it's not like you'll be bumping into them all the time unless you're going into the system they own (or you try taking the Hegemony's pristine nanoforge)

If you really want the ships and only the ships then you'd need to edit the Hegemony faction file to add the Iron Shell exclusive ships to their roster (so the hegemony spawns them in)  You'd also need to remove the files that tell the game to spawn Iron Shell faction stuff (like their markets, characters) which will probably require a lot of testing since you're gonna be gutting large amounts of the mod. It might cause errors in ways that would be hard to predict (such as the tax system)

I'm not entirely sure how to do all of that so you might need to ask others for help (for example, the unofficial Starsector discord's modding channel)

13
Mods / Re: [0.95.1a] Iron Shell 1.141
« on: March 10, 2022, 04:20:01 PM »
Is possible to acquire the eis_bbp, eis_package, and eis_celestepackage in-game through normal gameplay? I imagine the celeste package would involve interacting with Celeste, but I don't know about the others.

14
Mods / Re: [0.95a] Blue - Extratential Lanestate Union (0.7.5b) Mod
« on: March 08, 2022, 04:23:26 AM »
I forgot to post this, but I made my own edit to the Starliner (S) to make it more symmetrical. I noticed that there was this dent-looking thing on the starboard side of the bow and it was driving me insane. All I did was mirror the side that wasn't dented and flipped it around.



[attachment deleted by admin]

15
Modding / Re: [0.95.1a] S/WP Submod: OOPS! ALL VARIANTS (1.1.0)
« on: February 23, 2022, 09:01:16 PM »
Its cool to see what someone liked my sprites, speaking of implementation ideas, you can consider changes I made in personal edit, but I released them as sprites since I didn't made them as separate mod, I replaced built in Hammer Barrage on Luddic XIV Liberator with Composite slot, and swapped on XIV Vindicators Dedicated Targeting Core with ITU, it can be done via skin files.

I had been trying to figure out what type of slot would work best. I'm kind of hesitant to put a composite slot since those tend to be very rarely used (because powerful). I've been leaning more towards missiles instead of composite since I feel that the Liberator is already pretty heavily armed, so it could bring up flux concerns. I can't really pin down what kind of large missile slot would work best for the liberator. I'll need to text the firing arcs of all the weapons to see what does and doesn't work.

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