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Messages - hqz

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1
Suggestions / Sorting the categories in the Intel screen
« on: February 22, 2024, 03:04:05 PM »
That sounds trivial but everything I start a game the ordering of these categories changes and it's tedious to find the one I'm looking for.



It would be easy to solve this problem by forcing an alphabetic sort of the categories.

2
General Discussion / Re: Hyperspace Storms QOL Mod
« on: September 19, 2022, 12:55:59 AM »
You can use the Console Commands mod. There's an additional module with extra commands packaged with the mod and it adds the StormGod command which makes your fleet not affected by storms anymore. You are still affected by slipstreams though. I tried to create a mod that removes the slipstreams but no success so far.

Note: you have to use the StormGod command each time you load the game.

3
Is there a way to know how much XP I need to unlock the next S-mod for a given ship?

Right now it says I have 1209 XP on a frigate which I assume is enough for the first S-mod but I don't see any button to open the dialog to install S-mods. (it's entirely possible I'm just stupid, it's been a very long day)

Nevermind I found the menu option in the station. I was looking at the wrong place.

4
Is there a way to know how much XP I need to unlock the next S-mod for a given ship?

Right now it says I have 1209 XP on a frigate which I assume is enough for the first S-mod but I don't see any button to open the dialog to install S-mods. (it's entirely possible I'm just stupid, it's been a very long day)

5
@hqz automatic result refresh does not happen yet - use Refresh button to get a fresh set of results. No need to delete and recreate queries.

Thanks. I can't believe I've missed this button the whole time  :o

6
Thanks for developing this mod. It is really convenient.

I might be using it wrong but sometimes it seems "stuck". For example right now it says that there's an Enforcer XIV available at a given planet, but when I use the "peek" feature, it's not listed anywhere (standard, military and black market tabs). And this planet has been flagged as having this ship for several months now (probably 20+ months at this stage).

Obviously because of the time it has been in this state, I've been everywhere in the sector, including visiting this very planet. So it cannot be that I've been away from a comm relay or something like that (not sure if this is taken into account by the mod though).

Something I haven't tried yet: deleting/recreating the query. But overall I'm wondering if I'm just missing some feature of the mod.

Note: I'm not using the very latest release (I think I installed it in early February but if the exact version number is important I can look it up).

7
General Discussion / Re: Is the Enforcer too slow?
« on: February 22, 2022, 07:49:47 AM »
Thanks for fixing my maths. :)

The Xyphos/Enforcer combo really sounds cool.

I find this thread really useful and inspiring. All these diverse ways to build the Enforcer into a useful ship, for the small price of 9 DP (7 if you have no officer). Now I just need to add (even) more Enforcers into my fleet.

8
General Discussion / Re: Is the Enforcer too slow?
« on: February 22, 2022, 06:36:42 AM »
Thanks Hiruma Kai. This is super helpful.

I really love the Enforcer XIV (I always have 2-3 in my fleet, even at end-game). With Heavy Armor they reach 1300 armor which (if I understand the maths correctly) means that even when fully stripped they keep 195 armor (15% x 1300) and provide at least a 50% damage reduction against any hit below 200 damage (80% reduction against a 50 damage hit).

I usually run them with 2x Hypervelocity Drivers, 1x Heavy Mauler, 2x Dual Flaks and 4 Atropos Pods. But I now realize that Harpoon MRM is better for this role, since it has the "finisher" tag (useful when the AI is piloting) and it's also a 2500 range weapon.

I never really considered the Converted Hangar hullmod for Enforcers as it seemed really expensive (20 OP for the mod and 27 for the Xyphos wing) I'll try that next. :)

Thanks again.

9
General Discussion / Re: Is the Enforcer too slow?
« on: February 22, 2022, 04:17:27 AM »
I did a vanilla low tech run in 0.95a, and just took my standard fleet without tweaking and threw it against Doritos.  Just piloted and let the AI do it's think without orders. Took heavy losses, but mostly because it wasn't configured right.  And just slapped another one together in 0.95.1a, with a reasonable configuration, and it's losses were minimal.  And did include heavy armor on every ship.  I'm personally not seeing the issues with Enforcers in the current iteration.  They seem to work fine for me.

Do you mind sharing your loadout for the Enforcer? I'm trying a run with very few officers, where I would invest my SP into S-mods instead and the idea of an Enforcer fleet sounds really cool. :)

10
Look at data/campaign/rules.csv under the "new game options" portion and also be sure to reference the scripts it calls. I know its either in rules itself or in one of the scripts that rules calls. I'm 80% sure its in rules itself though.

You can add a rule by the same name with a higher score to override the vanilla rule and then set what ships you want. Keep in mind that this won't work when running Nex.

I highly recommend SafariJohn's Rule Tool if you are going to mess with rules in any capacity.

Thanks. This is super helpful.

11
Is there a way to mod the list of starting ships options when starting a new game?

And is there a way to disable (or mod away) the slipstreams? I found a reference to com.fs.starfarer.api.impl.campaign.velfield.SlipstreamTerrainPlugin2 in data/campaing/terrain.json but I'm not sure how this works.

12
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.33
« on: February 16, 2022, 03:02:14 AM »
Cheers!

will see if i can work out how to change HA to a boost!

Just in case someone else is looking for this, here is a version of Heavy Armor with a bonus instead of penalty. It's the same value, just inverted. So +25/+50/+75+100. It might be a bit OP, but it's a single player game so who cares. A more reasonable alternative might be to just remove the maneuverability penalty instead of changing the amor values.

To install, just replace the file in the mod directory with this file.

[attachment deleted by admin]

13
In case this is helpful to the discussion, I found this recently to describe the inputs for AI behavior: https://starsector.fandom.com/wiki/AI_Behaviour

(hopefully this is still somewhat up to date)

14
All unofficered ships and your flag on autopilot use your faction aggression settings. Change it in the same menu that lets you change patrol fleet compositions. It affects all unofficered ships though, no way to just affect the flag far as I can tell.

Thanks for info.

I think I am okay with my flagship as steady for now since I don't use an SO build. I just wanted to confirm it was not something else. And for the other ships without an officer in my fleet, I use the Automated Commands mod to override their personality anyway.

15
I think it's doing a decent job (compared to my own skills) but I'm wondering what officer personality it corresponds to. And if it's possible to tune this.

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