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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 - Kasimir

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Mods / Re: [0.95.1a] Starpocalypse 2.3.0 - more apocalyptic settings
« on: April 26, 2022, 08:39:09 AM »
Rugged construction / reinforced bulkheads / skills make it so that the ship is (almost) always recoverable. It most likely will be in a non-story point pool, but it COULD end it (in vanilla) in a story point pool too. I just "fix" it, so it's always in a story-point pool.

You can always disable it. The proper fix to "stumbled across a bunch of destroyers / a great cruiser / a capital in a first X-months and became too powerful too quickly" scenario would be to gate recoveries behind date milestones - something I will do one day.

The proper solution to the "capital in fist X-months" problem is to re-design the supply, support and repair system to be more realistic.

When a Faction owns a Ship, they own the Blueprint and can print new parts / ships using a Forge (or Nanoforge) which means they have a direct supply line for parts. When a Non-Faction owns a Ship, where are they getting the parts? On a market with high shortages and volatile prices on bottleneck components.

- Repairing a capital-ship above a certain % requires sacrificing another ship of the same type (or having a market shipyard with a blueprint)
- Repairing a capital-ship above a certain % requires parking it in a Faction Shipyard
- Maintenance costs on owning a capital ship without a market+blueprint are much higher.
- Faction Mercenaries get partially covered for Faction's standard fleet capital ships

Make the supply costs of repairs in space much much higher, and damage above 75% hull resulting in D-mods.
Make the costs of high-tech ships even higher with the same system.

These are the things that can bring some realism and push people to spend more time with more common ships.
This will promote keeping capital ship ownership to a time where you have a colony with blueprints and supply lines.

2
Mods / Re: [0.95.1a] Starpocalypse 2.3.0 - more apocalyptic settings
« on: April 25, 2022, 02:17:18 PM »
Quote
- Remove blueprint packages from drop table - need to collect blueprints one by one.
- Make all recoveries require a story point (your own lost ships included). Also remove ships from debris field salvage.
- Change default number of s-mods available to the player to 0. Require a skill to be able to add one s-mod.

Going to stick with 2.2.3 - this is overkill.

3
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: April 22, 2022, 06:54:28 AM »
after i update the mod, ied will kill any ship even a paragon with fully raised shield and fortress field active. :'(

I was given several solutions so far:
- Use Phase ships to evade the damage
- Use Heavy Armour Onslaught to intercept and absorb
- Use long range focus fire

In terms of editing the files: the only thing you can access are the qualities of the ship, you can reduce it's HP pool significantly to make it easier to kill at range.
I suspect the speed may also be possible to reduce, but cannot confirm with testing.
The damage numbers are confirmed fixed for now.

4
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: April 21, 2022, 06:20:44 AM »
WARNING: If you install this mod know that it was changed significantly to make the "IED" mechanic, the exploding ships, EXTREMELY unbalanced. It will destroy any non capital ship in range regardless of what you do, and unless you're fighting with overwhelming firepower, you cannot kill it prior to detonation. This is true even for the most recent patch (5l). You cannot evade the damage using mobility either.

I'm still trying to figure out how to fix it without breaking the mechanic entirely. Changing the numbers in weapon_data.csv doesn't seem to affect the Prometheus explosion at all.
The numbers seem to be locked somehow.

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