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Messages - Melcyna

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Mods / Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« on: December 03, 2023, 08:38:55 AM »
Hi, I just wanted to ask what kinda third industry you guys tend to put on a rural polity? I built Farming and Light Industry cause those seemed to be the "these are what you pick Rural Polity for", but I'm uncertain as to the third? I thought maybe Commerce?
Mining usually.
mining is not considered a rural industry though, in fact I have no idea what is... and the penalty is rather hefty

2
Mods / Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
« on: November 24, 2023, 06:14:38 PM »
I got quite a few of them from just recovering the LP ships.
The higher their fleet strength and quality, the more likely I find them from their recovered ship.
I recover the ship after the fight then manually detach their penance engine with story point

since SP is not exactly free, I usually only do this during the initial phase for the fleet build up when I have barely any other exotic mod, and once I have the core fleet setup I stop spending story point and just recover them from free salvage.

3
This mod is one of those things where at first, I thought that it's cool, but it's not essential... so I didn't include it for the Starsector copy I have on my weak laptop as it's iGPU is beyond crap. I always keep it for my desktop Starsector copy but I thought I'll have to skip it on my laptop since it's too underpowered to run Starsector properly at all much less with this mod.

Well, turns out it IS essential, I can't stand the vanilla colony screen anymore... it's amazing what glorious images can do to improve the game's enjoyment.

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Mods / Re: [0.95.1] Goathead Aviation Bureau - EN Edition [v. 1.4.5]
« on: March 19, 2023, 11:35:12 PM »
Thank you so much for the translation!

5
Modding / Re: [0.95.1a] Traversers' Design Bureau
« on: March 19, 2023, 06:12:19 PM »
Thank you so much for translating these mods

6
hmmm???
shoi, is it the wrong version by any chance?

the version file on the package says 2.2.1???

I thought I made a mistake or something but I downloaded it again just to double check and that seems to be the version on the link?

7
Nice ships.
But the faction is Annoying to the point the game is unnenjoyable because of them. had to turn it off.
They nonstop bullying me out of my little money i have because i gone past the Burn speed limit ? like seriously... every single time in every single sector....
Just exterminate them, they r not exactly difficult to wipe out, even the larger fleet as long as you got decent destroyers in your own fleet...

My bigger problem with them is that they are basically the 2nd pirates (like they don't really act like a militia or law enforcement, they basically are pirates) and thus they are essentially hostile to me and even if they did not at the start, I exterminate them on sight because if I don't they waste my time because they would pick a fight with EVERYONE like a pirate, including the factions I am hostile against.

And because of that I am often forced to SIT and watch they fight the hostile faction fleet I wanted to kill, because I can't intervene in the fight (I wish I can just enter the fight and kill them both but I digress)
Either way, I basically have to just idle, waiting doing nothing while they SLOWLY slap each other a few ship at a time.

Which sometimes takes ... a while.

But some of the ships designs are kinda cool, so I kinda wanna keep the mod for now...
So kill on sight it is.. exterminate every single one of their fleet that I see, because it's going to be faster to just make sure every ship with their name on it is wiped out immediately.

8
that is a good art...

9
Mods / Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
« on: August 13, 2022, 07:37:13 AM »
Generally speaking, lore wise with UC Gundam Luna and Earth are the mainstay of the Federations and unlike Zeon, the Federations while they do have some of what we'd call fortress... they r not really in space. Most of their installations are on the ground like say Jaburo which is their Headquarter, and in the story the place is heavily defended (at least in terms of what Gundam consider heavily defended anyway)

Which is a bit of a problem because in Starsector, heavily defended or not... if you are on the ground, they'd get bombed from orbit and erased from existence or invaded en masse by truck loads of mechs and tanks, and usually you can't really win a ground invasion against a major faction if they go all out on you unless you got plenty of ground defenses.

Usually, it's a lot more practical to win in space in Starsector with the help of something like at least a battlestation supported by at least a fleet, or better still to have a space fortress supported by a fleet.

Another way perhaps to balance it in Starsector in a way that is more lore friendly is to beef up their fleet, because technically in the story that's part of the reason why the Federation don't have much in terms of space based static defenses, they were supposed to have the most powerful space fleet (which they used to boss around the colonies before Zeon kinda did a number on them) so they didn't need space fortresses... their massive fleet is their fortress.

Balance wise in game I think a lot of the mobile suits (piloted or not) basically can be divided into 3
1. those with shields and evasion (especially elite evasion) - ex: Gundam G3 and GM Type C
2. those with speed - ex: Zudah
3. those that have neither but have firepower - ex: Sniper GM or Sniper Zaku

No.2 basically gets erased from existence the moment they face any kind of ship with decent point defense (and even those that don't sometimes if they are unlucky enough to catch a shot in the face)
while no.1 can survive quite well in part because having shield and evasion is like having a phase ship that also has shield, they can survive a pretty impressive amount of firepower but their problem is that they basically have abysmal damage output, like they are not really going to deliver killing blows but they can keep the foe busy usually or to chase off and kill off weakened/damaged ships or small frigates and corvettes. No.3 have pretty good damage but the problem is keeping them alive

I paired Gundam G3 with GM Type C and just send them en masse and the result usually is chaotic mass where they can keep most things busy or at least live long enough that other things like battlecarriers (I quite like loading sniper GM into the battlecarriers) can inflict enough damage.

My main grip with the mobile suits in general is that their beam rifle shot hitbox is off (this seems to affect many of the mobile suits beam rifle) and it's a bit jarring because often the shots would just pass through ships, and nothing happened until the tail end of the beam hit, or the front hits the ship, but the tail missed and the shot counts as a miss... so nothing happened to the ship in question.

That and most of the mobile suits not armed with sniper beam rifle can't really produce enough damage, with the sniper beam rifle armed one being about the only ones that can do damage to actually threaten capital ships to an extent provided their shields are down.

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Mods / Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
« on: July 29, 2022, 05:16:50 PM »

Thank you, I am just new to this modding stuff, and there are time i get fustrated how slow the battle are doing

Opps, is the weapons too weak or the wasrship and MS are too tough?  :P
I think it's both, though the warships are not really the problem, it's just some MS (like GM Type C for example) and some Gundams being generally very survivable particularly the ones with shield and dodge (which basically gives them even better survivability than phase ships).

but the MS and Gundam weaponry generally speaking don't have the dps, in particular when it comes to anti shield though their anti armor isn't too hot either.

so there are quite a few moments where the enemy is swarmed by multiple MS and multiple gundams just stabbing and shooting it from every direction, even a ship as small as destroyers, and while the ship can't really effectively kill the MS and gundam swarming it, the MS and gundam are also having great difficulty bringing the ship down as well (they made excellent bait and distraction though, while my warship kill the swarmed ship).

I think it's not really an issue in on itself if they were just used as strike craft (I was kinda amused with the sight of an enforcer being swarmed by GMs and Gundam G3s, all of them trying to stab and shoot the little egg with everything they got while the enforcer just boost itself away not caring in the slightest)

But it might be a bigger problem when they are used as a player pilotable craft.

11
Mods / Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
« on: July 16, 2022, 11:03:30 PM »
Not sure if it's mentioned before but I noticed several gundam and MS beam rifle shots register the hit mark at the end of the beam rather than at the front of the beam itself

I first noticed it on the Gundam G3's beam rifle, but then once I realized it I noticed it on some other MS as well that are armed with beam rifle


the beam rifle shot just passed through the rock and didn't register anything until


right at the tail end of the beam when the hit effect finally registered

12
Mods / Re: [0.95.1a] Mayasuran Fighter Expansion 1.2
« on: July 16, 2022, 05:58:39 PM »
DME, Magellan, Diable (all of which either have powerful strike crafts, detailed and distinct design, or both)
Legacy of Arkgneisis which have some very chonky gunships
and perhaps Blackrock if a more.. unorthodox design is preferred

13
Mods / Re: [0.95.1a] Interstellar Federation (refurbished)
« on: April 08, 2022, 04:57:13 AM »
Hadron Accelerator IS basically a super weapon,
I mean it hits for 9750 dmg (x2 to shields).

It will overload most ship that had their shield up in one shot unless that ship is using fortress shield or similar shield efficiency enhancing ability and have battleship grade flux cap.

and even against armor (where it 'only' does 4875 dmg), well...
I mean, that's basically like getting smashed by a Reaper torpedo, ok Reaper does x2 to armor, but you know... that's still basically torpedo grade damage (and it does twice the dmg than Reaper to hull) in a super fast pin point precise shot... and anything that tries to bring their shield up against it is basically going to get overloaded instantly.

So imho, that sounds about right... I mean weapon that can hit harder than a Reaper torpedo (to shields and hull at least) with one shot (at a pretty long range at that) ought to sound like they mean business.

But yeah I agree with the ships themselves, they feel a bit odd next to other mods where each ships usually have some sort of flavor unique to them.
That said, I really like their visual designs (as well as some of the ships weapon arc) so I still use them even if they don't exactly have special flavor other than those 2.

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Mods / Re: [0.95.1a] Mayasuran Navy 8.3.6
« on: February 21, 2022, 07:00:53 AM »
They already are I think? With the Persean League iirc, but not sure how much this helps them at the early part of a game because that's where they are the most vulnerable.

They basically have only 1 world (with no starbase at that at the start) and they are immediately up against the Hegemony and the Luddic Church which can at times result in a literal back to back raid, invasion or worse... raid AND invasion from both (sometimes both coming at overlapping time so it's a literal party with 2-3 hostile invasion + raid fleet all massacring the system's meager defenders which cannot pose much of a resistance even with the elite guard HQ)

If they by luck survive this early phase though, they usually can more or less defend themselves reasonably... and if they managed to successfully colonize another place, that usually secure their safety.

If I am playing as the Mayasuran myself, I guarantee their survival by basically rushing to get the hammerhead BC (Mokarran I think?), which is probably still one of the best capital ship that the Mayasuran have due to the combination of high maneuverability (with the system active it literally can turn to face a frigate coming from the rear in seconds and it allows you to move fast enough to stay out of effective range of most other capital ship) and massed frontal facing firepower most of it located right at the front of the ship which gives it a reasonable range advantage (which is absolutely needed to kill the massive number of capital ships that you can end up having to fight) and a battlestation at least on the main planet to help defend it from the numerous fleet coming at it.

In one of my playthrough, with the battlestation and my BC essentially parked next to it, I had to repel 4 invasion + raid fleet almost back to back from Hegemony and Luddic Church, with just enough time gap in between fight and their fleet's travel time (+ they waste time chase after the puny defense fleet) to repair my fleet. Usually by the point the Battlestation is up, and if I have the BC ready in time... I am reasonably confident that no matter how many fleet the Hegemony and Luddic Church throw at the planet... I can fight them off.

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