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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 - Oathseeker

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1
Mods / Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
« on: November 30, 2015, 05:46:11 AM »
What kind of build do you use on your seskis, those are one of the frigates that I have a hard time keeping alive in the hands of the AI.

I don't know exactly since I deleted that save. But since the shadowyards engineers decided that wet tissue paper would make the perfect armor for their ships, they die as soon as the shields go down. As such the shields are all you've got. On the seski specifically I max out flux cap and vents, extend the shield arc (keep it as omni shield though, the ai is quite competent at using it) and if possible add hardened shields. Put on some efficient energy weapons. I tend not to bother with pd on fast frigates, and if I remember correctly the seski only has one turret with a fairly small arc, which means that it often wastes a lot of flux on shooting missiles while not having enough time/power to actually destroy them.
Also try to keep them at the top of the fleet list so they get the highest ranking crew, that way their shields will be more efficient and their cr is higher.
Worked like a charm for me, they just zip around, herassing frigates while they can't get through their shields. Back them up with a couple of fighters for pd and voila!

Hope that helps.

2
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« on: November 25, 2015, 07:49:19 AM »
The Karkinos' two universal large became hybrid instead, but so did the ballistics.

Losing the ability to spam torpedos is hardly a loss when you can make things evaporate by looking at them in a slightly dissaproving manner.

3
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« on: November 25, 2015, 04:13:52 AM »
Yeeeah, the Asura is not going to keep its current incarnation. Don't worry though, it will still be powerful. Just not *silly*.

That's like Mozart saying he's going to change Die Zauberflöte to be less silly, or Einstein changing his mind about the theory of general relativity.

4
Mods / Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
« on: November 25, 2015, 04:05:45 AM »
- The C variant of the Seksi is as intended; since the class is essentially a fast courier/blockade runner which can be used as a picket ship, it fills a very similar role to the hound.  Giving the C version worse stats didn't seem necessary.
Interesting, because I've been regarding it the strongest ship in my shadowyards frigate fleet. I love it's "float like a butterfly, sting like a bee" attitude :D. Don't get me wrong, the enlil is a reliable ship for the AI, but it's not how a man gets around!
And come to think of it, I've only lost one AI Seski in a gigantic fleet battle when I ignored his crying about low CR (you know how those frigate pilots are always bothering you with little stuff). Personally I would remove the frontal small hardpoint if you don;t want to mess with it's agility. Though it wouldn't be a mod variant anymore then.
But hey, if you like it I like it :)

Also some praise on The Clade (didn't realize it was new): Awesome ship, love the unique engines. Though I've had a bit of a tough time using it. The amount of time I spend in combat with it is quite limited since i usually have to get vary far back not to get crushed by harpoons while venting. But the concept is cool enough that I'll take the time to learn to use it.

5
Well.

I ruled out starsystem issues, script issues, hullmod issues and event issues that caused campatibility problems.
 Now i`m stuck with 'rules' file that has quite a lot of stuff changed in it... It will take time to find and add all the new dialogue opitions and ensure that Ironclad-modified ones are also updated.

Hoping this this is the last issue on the way of making the mod at least run.

Wow you're really going to town on this thing. Good job so far, and good luck with the rest!

6
Mods / Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
« on: November 24, 2015, 02:11:27 AM »
Great job getting most of it working so soon Mshadowy! Love your ships, love the civilian variants and even though the Gigas system is a pain in my ass, what with the sector being 70% asteroid belt and 25% corona, I love it too ;)

I played for hours yesterday and didn't give myself the time to write down the few notes I had, so I probably forgot some. Though I'm sure you're aware of most of them anyway. But here's a couple of things:
- The SeskiCiv has no stat-modifiers yet
- I didn't find many quests in shadowyard planets/bases, though I think that might just be variance
- I didn't find any quests for shadowyards on non-shadowyards planets/bases (probably also variance)
- Same point as the 2 above but with bounties Found one
- Would love to see some civilian versions of shadowyards weapons
- The AI doesn't always seem to handle shadowyards ships too well, my aggressive commanders in their Seski's would dance around fleeing enemies while never actually attacking. Though I have no idea if this has anything to do with you.
- Gigas seems empty, I was hoping there would be a bit of a war between shadowyards and hegemony. But again, probably more to do with the game's lack of fleet spawning then anything you could do.

Just throwing all I found at you so you can decide what's relevant (of any of it is :p). I haven't played shadowyards for quite a while because my computer can barely handle vanilla so don't run more then 2 or 3 factions at a time. But I am vary impressed and am vary much enjoying running around with civilian versions trying to impress the shadowyard bigwigs so I can get my hands on the really cool stuff (Here's looking at you Scylla!). Definatly going to keep this in my list from now on, your ships fit my playstyle perfectly.
 

7
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« on: November 23, 2015, 06:21:24 AM »
You can also make some truly insane close range ships with BRDY Strike Suite and SO...

One of the many reasons I check this thread more frequently then I checked the announcement thread before .7a came out ;)

8
General Discussion / Re: 0.7a Trade changes
« on: November 22, 2015, 10:11:10 AM »
I have yet to find a legal trade route that would turn any significant profit. So far I've only been able to run a small profit on the black market. But not enough to make it worth it.
I don't really mind that much, bounty hunting and doing quests is more fun and much more rewarding anyway. But it does seem weird to me to have this awesome dynamic economy set up, and then making it almost completely irrelivant to the game experience.

(ofcourse it's entirely possible I have just missed some super obvious trading opportunities)

9
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« on: November 22, 2015, 09:31:45 AM »
I recall you saying something about striving to being able to tell how strong a brdy ship is by how shiny it is... Wouldn't this fit that ambition?
But I guess a good way of avoiding this problem is to stop breaking the game and lock out SO for brdy :p

Whoops, forgot that active venting is now disabled for SO.

10
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 20, 2015, 05:41:22 AM »
Wow, I actually have butterflies in my stumach as .7 is downloading :D
Alex, you are a god. You have done the impossible. You have made me feel again!

11
Blog Posts / Re: Faction Music
« on: August 27, 2015, 07:17:03 AM »
Finally a new blog post!
Not going to lie, part of my soul died when it turned out not to be the release of 0.7a, but I'm non the less excited ;)

Now on topic: This video changed how I view the Hegemony. During my gameplay they are usually my late game cannon fodder. Their outdated technology, specifically their shieds, makes them easy prey. But listening to this music I now have a newfound respect for them, A proud nation that has long excerted its power over the galaxy, but due to their sluggishness, both in battle and bureaucracy, is now slowly waning.
I haven't really read much lore, so I have no idea if that view is actually correct. But thats what I get from the music anyway ;)

Also, vlogs! Are they going to be a thing? Because I like. Some of the more visual subject could likely have benefitted from some actual footage.

Regards,
Oathseeker

12
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« on: November 29, 2014, 06:26:08 AM »
Quote
Bandwidth Limit Exceeded

The server is temporarily unable to service your request due to the site owner reaching his/her bandwidth limit. Please try again later.
Apache/2.2.27 (Unix) mod_ssl/2.2.27 OpenSSL/1.0.1e-fips mod_bwlimited/1.4 Server at www.sc2mafia.com Port 80

Guess I'll have to download this on december 1st?

Just underneath the main download link is a mirror link. It works just fine.

You're absolutely right, I should probably wear my glasses ;)

13
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« on: November 29, 2014, 05:49:36 AM »
Quote
Bandwidth Limit Exceeded

The server is temporarily unable to service your request due to the site owner reaching his/her bandwidth limit. Please try again later.
Apache/2.2.27 (Unix) mod_ssl/2.2.27 OpenSSL/1.0.1e-fips mod_bwlimited/1.4 Server at www.sc2mafia.com Port 80

Guess I'll have to download this on december 1st?

14
Mods / Re: [0.6.2a] Hiigaran Descendants v1.1.0
« on: November 19, 2014, 10:32:19 AM »
Hiya,

I've got a lot on my plate right now, so I won't be updating my mods anytime soon.
Also, I've been out of it for so long, I feel I'd have to relearn how to mod this game and can't collect the motivation for that right now.
My apologies. :(

Anyone who's desperate and crazy enough is free to update my mods if they'd desire to.
I'll be back. :)

Sad to hear, but understandable. Good luck, and let's all hope someone is in fact desperate and/or crazy enough ;)

15
Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« on: November 19, 2014, 12:47:19 AM »
nevermore bitter :\

Bitter, maybe, never licked it. But better? No!

comon cycerin we dying here <3

I'm pretty sure I've gone into full blown withdrawl ;)

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