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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 - Phearlock

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1
I think it would be more prudent to include the fact the fighter doesn't have any flux cost for its weapon somewhere, as even if the flux costs were the same it would be perhaps a bit misleading.

2
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 18, 2023, 05:16:50 PM »
I'm a little worried that with all the large missile changes to accommodate the addition of the pegasus you're indirectly penalizing a lot of ships that generally relied on these weapons but aren't getting any changes (Gryphon, Conquest, Astral, Apogee, to some degree the Legion XIV). Indirect changes compounding in order to make ships rather poor performing can sneak up on you (like the previous patch removing a lot of the power from the Drovers ship system, then adding the DP, then removing officer carrier skills all compounding to make that ship highly undesirable).

Now the legion getting the OP point increase and the cyclone improvement probably means it'll not have much issue in the new patch. But the other ships could have their use case hampered by quite a bit, and I am concerned these aren't getting enough consideration while trying to make the Pegasus fit into the battlespace.

3
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 11, 2021, 01:28:21 PM »
Oh noes the HSA+AO combo. Can't have *** in detroit hightech. (That combo was pretty silly on some ships, understandable).

4
Modding / Re: nutella jar rebalance mod
« on: August 29, 2021, 12:11:44 AM »
Is this a deshara alt troll again? Or someone new this time I wonder.

5
Mods / Re: [0.95a] BigBeans Ship Compilation
« on: May 05, 2021, 01:35:20 PM »
Tramp seems significantly too fast for its price (faster than the hound by quite a bit due to burn drive). Suggest dropping speed to a more reasonable 100 (for a bargain bin freighter that probably doesn't have much of a powerplant), or 120-130 and getting rid of burn drive for flares or similar.

As well as probably dropping burn to 9, where militarized subsystems is required to get it up to burn 10, like other civilian frigates.

6
Suggestions / Re: thumper buffs
« on: February 26, 2021, 02:27:09 AM »
Make Bambis friend relevant again.

(and the lack of enough good anti fighter weapons in vanilla right now do make option 2b pretty nice yes)

7
Modding / Re: [0.9.1a] Star Wars 2020
« on: September 05, 2020, 01:49:36 AM »
Just looking over the ships, few things of note:

-Hidden mounts cannot be disabled and are generally only used on fighters and in extremely rare cases on some ships, Most of your ships need to be redone with more conventional visible weapon mounts.

-OP budget for ships is all wrong. The guideline in DR's old modding guidelines post is a good starting point http://fractalsoftworks.com/forum/index.php?topic=9052.0

-several frigates are statted as destroyer size hulls. Stat lines in general are all over the place.

-Starsector is typically not to-scale. Most of your tiny hulls should be scaled up to the point where they can accept regular mounting options. (the YT1300 in your mod is the most egregious example. this is way too small.)

-Weapons should be balanced to vanilla statlines, because, well, you should consider we can just take some of these weapons and put them on vanilla hulls to make incredibly broken builds.
Fix:
Flux costs+Flux efficiency
OP costs. (I see this is next on your list of things to add, but I'll note it anyway)
No excessive weapon ranges for mount size without significant drawbacks
Missiles typically have limited ammo
Wing size of fighters shouldn't be too high if the fighter is very powerful. Amount of power-per-bay matters.

-Too many guns in general. Unless you're making a total conversion you should convert ships weapon loadouts to reflect their IP counterpart, but not copy it directly, in order to work inside starsectors ship design space. This is easier when you don't use hidden mounts, as you need to have room for your weapons and have the ship not look bad at the same time. Use vanilla weapon sizes for reference.

-Excessive amounts of built-in hullmods. It clutters the list and removes most of the thought process from ship loadouts if you're already given almost all the options you could think of having. 1-2 is normal for a faction ship, 3-4 built-in hullmods is rare.

-Fighter chassis storage hullmod is reserved for stations.

Overall: This mod needs a lot, lot, lot more work

8
Mods / Re: [0.9.1a] The Xhan Empire, version 1.7 (balance patch)
« on: May 31, 2020, 11:01:22 PM »
Finally got around to doing a more complete playthrough with the faction instead of mostly trying their ships by themselves in a vacuum.

Had a cozy start with a bunch (4) of Oiehou heavy survey frigates. Very AI friendly, even lategame they do a pretty solid job of surviving an encounter. Not something that kills quickly though, a lot of my early fights vs pirates was mostly outlasting them, my own fault for not picking up a couple of the lighter speedy frigates.

After a nice set of exploring, I could afford to snag a couple of heavy destroyers as a new fleet core. These have also been fairly reliable. Their impressive stat blocks and wide turret arcs are very impressive, though the lack of backup missile slots leaves them without a trump card if things get difficult, fair. Started out having them be fairly HE focused but moved them into a more kinetic suppression role as fights got larger. I picked up one of the destroyer size carriers too cause eh may as well.

Now at this point, we get into my only slight gripe with the ship selection. There is a lack of a clear early cruiser to pick up that's fast enough to keep up with the frigate/destroyer fights. The Cheborogs are very impressive, but just buying one isn't going to be that useful as you'd want them as part of a slower battle line formation. Some moderately fast and inexpensive cruiser in the 15-20 DP range with some of the same design traits as the Panrelka would be great for padding out the edges of battle line formations and working as a core for smaller fleets.

Now there were 2 choices (outside of shopping out-of-faction), either just keep buying destroyers, as their stats let them work relatively well for larger scale combat. Or save up for a Panrelka. I went with the latter choice as having 85 speed on a capital ship range weapons platform seemed like a great idea, and this worked out as well as I'd hoped. This thing is a beast for small and large scale fleet combat. Being nigh unflankable and having enough speed to relentlessly pursue most things outside of some destroyers and light cruisers. (Random note: AI should probably be a bit more spammy with the flare system, they're very handy offensively). Firepower is perfectly acceptable too, probably one of my favorite overall ships in the mod.

As of right now, I've since picked up a couple of Cheborogs now that my fleet is large enough (aaand another carrier), a second Panrelka, cause everything good is worth having 2 of, and a Pharrek for personal use. Big fan of the Pharrek, I like that it actually has some PPT to work with compared to most superfrigs. Still haven't gotten around to trying the Occuklop but I'll make sure to snag one sometime later.

Guns feel pretty well balanced though I haven't tried all of them yet, only minor outliers I found so far were the small Shtir (1000 range on a smol ballistic kinetic at 1.07 efficiency and 100 dps is very strong), and the large Zakrep (the proximity fusing utility isn't quite worth the low dps, suggest increasing it to 300-330ish). The HE projectiles from the Zakrep and Steizok in general could do with being slightly more visually apparent (being HE damage). They can be hard to spot in the middle of kinetic bullet barrages when really zoomed out.

Great mod. Gonna keep playing with it.

9
Mods / Re: [0.9.1] Fluff's Ship Pack 0.1.2 - Yes, another Buffalo variant
« on: January 12, 2020, 02:51:58 PM »
All the buffalo variants should have civilian hull built-in unless there's a very good reason otherwise. These don't seem to be modified enough to warrant removing it.

10
Suggestions / Personal Feedback on .9 Blueprints, Factions and Colonies
« on: November 27, 2018, 06:50:12 AM »
So I'm about 3 saves, and around 40ish hours into .9 so I felt I could order my thoughts on current new mechanics and some criticism/suggestions on areas I think could use some improvement. These are all fairly subjective opinions so if some of this goes off in a completely different direction than you want don't worry about it xD

Disclaimer: I am having sooooo much fun with this patch so it feels bad to mostly talk about stuff I want to see be better instead of how much fun I'm having.

Blueprints: I love how much focus there is on exploration now, and being able to build your own fleet and weapon setup is a great and fun mechanic. A couple of places it falls short though is that it's really annoying to get a bunch of duplicate blueprints later on when you're searching for something in particular. And it can be a hassle to get access to a factions ships if you want to do a mod-faction run but also have several other mods installed that add blueprints as the pool gets cluttered up quickly.

Suggestion for BPs:
-Make them not be able to drop duplicates, same way hullmods work currently (would lose out on being able to sell blueprints as easily though).
-Allow factions to sell you their faction specific blueprints (lets say for 2x or 3x the base cost) if you are commissioned with them.

Colony management: Extremely powerful and will make the game quite forgiving once you get them going. Being able to get a large monthly income and produce a large fleet in a matter of months makes fleet losses in the lategame less of a hassle. Once they're set up with basic defenses they quickly snowball the game to the point where you don't really have to worry about fleet losses at all, they propel you into the lategame extremely quickly.

Colony Suggestion:
-Startup cost should be much higher, more tiers of upgrades with larger costs/longer build time to delay the endgame from hitting you so quickly after founding your first colony.

Factions: Now that you can make your own faction. The differences and game-y ness of the other factions becomes a lot more plain to see and a bit immersion breaking. More diplomacy options and ways for factions to feel like they're also trying to survive in the sector are quite desperately needed. The previously most "backwards" faction (the luddic path) are now the most powerful and competent vanilla faction. Being able to expand and project forces across the entire sector, while the more ordered factions are incapable of doing anything but sit there and take it, posting an occasional bounty in vain hope the player will deal with the problem. The game feels like it has 3 factions, you, the pirates, and the path.

Realistically, a major diplomacy implementation and strategic faction AI would probably justify another major patch in how many new systems it would require.

Non-major-patch Suggestions:
-More ways to leverage reputation to affect who attacks you.
-Being able to ally the faction you're commissioned with so they become extremely unlikely to attack you, but might give you missions and ask for for your help against other factions.
-Non-allied factions should be able to eventually declare open hosilities toward you to justify sending massive expeditions in the lategame.
-Pather bases need a more reliable way to be found and shouldn't all be star fortresses.
OR
-Path should be hyped up as more of a major threat to the sector at large and given more LP ship variants/reskins for large pather system defense fleets (if they can build star fortresses they shouldn't be limited to colossus mk3's as their most dangerous fleet asset) Add more rewards for successfully bringing down their bases.

11
Suggestions / Re: Bring frigates back to the late game.
« on: November 04, 2018, 09:40:41 PM »
I'll just chip in and agree that with the opinion that: Any out-of-combat logistical changes will be exceedingly unlikely to change the desirability of frigates in combat. If you want frigates to be more desirable to use and replace in combat, they need some bonus rather than simply being cheaper outside of combat.

12
General Discussion / Re: Soloing the Remnant Battlestation
« on: August 19, 2018, 06:11:20 AM »
While Helmut makes this insane feat look easy. It is far from it, and I impore everyone to give the Excelsior a go sometime when they find it. The amount of times I've killed myself with that ship....

13
Bug Reports & Support / Re: Phase cloak burst fire abuse
« on: April 21, 2018, 06:40:08 PM »
Resurrecting this thread as I noticed something similar still happens with burst beams and cloaking interaction. Interrupting a Phase lance (or Tachyon lance, or any burst beam) shot by activating phase cloak will trigger a "short-cooldown" for the weapon, allowing it to be fired again a fair bit sooner than waiting for the standard cooldown.

While not a big deal for vanilla, as it doesn't affect the phase lance too much, and there are currently no vanilla phase ships with large energy slots, it can have a significant impact on some mod-universe burst-beams performance. Which can either have longer duration beams (less damage lost by canceling the shot early) or longer cooldown between shots (greater effective dps increase).

Included link to webm of this behavior with the vanilla phase lance: https://webmshare.com/play/z47gK

14
It's still in by default, but just like in .72 you won't get it unless you're part of a faction. So you'll have to start as part of a faction. Or if you picked free start: join a faction once your rep is high enough, or conquer some world to found your own faction. Then you'll get your monthly income as well as partial ship insurance.

15
Mods / Re: [0.8.1a] Scy V1.2 (15/06/2017)
« on: June 15, 2017, 11:05:36 AM »
Getting a missile-triggered CTD (only seems to happen when an AI controlled ship is firing) that might be related to the latest DA/SCY (dunno about ORA) updates?
Spoiler
250650 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.util.CustomMissileTargetingTool.assignTarget(Lcom/fs/starfarer/api/combat/MissileAPI;Ldata/scripts/util/CustomMissileTargetingTool$targetSeeking;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
java.lang.NoSuchMethodError: data.scripts.util.CustomMissileTargetingTool.assignTarget(Lcom/fs/starfarer/api/combat/MissileAPI;Ldata/scripts/util/CustomMissileTargetingTool$targetSeeking;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
   at data.scripts.ai.SCY_arcMissileAI.advance(SCY_arcMissileAI.java:85)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Arc missile crash

Spoiler
1576709 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.util.CustomMissileTargetingTool.assignTarget(Lcom/fs/starfarer/api/combat/MissileAPI;Ldata/scripts/util/CustomMissileTargetingTool$targetSeeking;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
java.lang.NoSuchMethodError: data.scripts.util.CustomMissileTargetingTool.assignTarget(Lcom/fs/starfarer/api/combat/MissileAPI;Ldata/scripts/util/CustomMissileTargetingTool$targetSeeking;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
   at data.scripts.weapons.diableavionics_ThunderboltMissileAI.advance(diableavionics_ThunderboltMissileAI.java:71)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Thunderbolt related crash

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