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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Morgan Rue

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1
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.5)
« on: March 10, 2024, 07:48:15 AM »
getting a crash when mousing over Gravity Manipulation tech in AoTD research menu thing.  Notably, I have Planetary Agrav Field set to Disabled.  With Planetary Agrav Field set to Enabled I still get the crash though.

2
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.4)
« on: March 06, 2024, 03:58:53 AM »
Atmosphere Processor appears to count as Seafloor Cities for water world hazard.  Unless there's something else funky going on, unsure.
Did you remove Seafloor Cities then add Atmosphere Processor? There's a bug in Seafloor Cities that doesn't correctly remove the pseudo suppression on the Water Surface condition when it's removed, fixed in 9.0.5

Hm.  I might've started construction on seafloor cities and then immediately cancelled it?  I'm on 9.0.5 though.  Unsure.

3
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.4)
« on: March 05, 2024, 10:42:22 PM »
Atmosphere Processor appears to count as Seafloor Cities for water world hazard.  Unless there's something else funky going on, unsure.

4
Mods / Re: [0.96a] Ashes of The Domain
« on: October 14, 2023, 07:30:59 PM »
Water taking up extra cargo space results in some trade missions being very deceptive and, in my opinion, 'breaks' them sometimes.  I'd strongly recommend making it take the normal amount of cargo space and be moved in higher volumes to prevent undesired behavior.  If you really want it to be bad per-volume price, then just make it have a bad per-volume price, like raw ore.

5
Mods / Re: [0.95a] Fluff's Ship Pack 0.2.3
« on: November 07, 2022, 10:50:55 PM »
The Firecrow's Strafe Drive says it prevents use of shields but does not actually prevent use of shields.

6
General Discussion / Re: Mining blaster vs heavy blaster which one to use?
« on: November 08, 2021, 01:43:43 PM »
Mining Blasters are effective as secondary burst or armor breaker weapons. You generally shouldn't use them as primary weapons compared to Heavy Blasters, but they work well as complementary weapons on Cruisers and similar.

If you can get them, Antimatter Blasters are likely better than Mining Blasters for this purpose, though they have slightly shorter range, have lower output and are generally less flexible in exchange for twice the burst damage.

7
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 05, 2021, 06:56:05 PM »
I will note that previously, you could run a Heavy Mauler and use it as sustained pressure to overwhelm shields over a longer period of time. When combined with an HVD, due to it's reasonable refire rate, it can force shields to be up at 1000 SU, and apply a fair amount of pressure to ships at long range.

Sustained HE weapons are generally in a weird niche, yes, but they do work. Leaning more heavily into HE weapons rather than Kinetic weapons shortens your TTK once you do overwhelm shields.

This is visible in both the Hephaestus Assault Gun and the Heavy Mauler. I'm generally a fan of the Heavy Mauler being high-ish sustained output, premium long range HE.
The Heavy Mortar being HE burst would also be reasonable and make an amount of sense. It's currently... not used all that much?

8
The Gemini was changed to have Civilian-Grade Hull, but did not have a reduction to it's crew requirement. This means a militarized Gemini takes about twice as much crew to man as a normal combat destroyer. I guess it has a flight deck, so it having a higher than normal crew requirement is reasonable, but it seems like it requires too much crew. It gets very close to it's maximum crew capacity in skeleton crew with Mil Subsystems.

9
Maybe tac lasers just aren't good PD no matter how much you try and make them and people should just accept that instead of trying to make them into PD.
Allow me to introduce you to the Tactical Scarab, slaughterer of Fighters and Missiles alike.

Advanced Turret Gyros is required though, and Advanced Optics is probably a bad idea.

10
Suggestions / Re: Possible buff to Low Tech Ships idea
« on: June 05, 2021, 06:42:29 PM »
CanaldoVoid, I think your doctrine is just really unusual and not used by most players. You kite hard with stacked beam weapons yes? This sort of style is going to be really effective against Low Tech ships, which are lacking in dissipation and will not be able to catch faster ships with longer range. This is probably part of why you feel the way you do. It's a cool doctrine though, and it's neat to see all the ways people play the game.

I usually fit a lot of LRPD Lasers or PD Lasers on my ships, as they are fairly flux efficient and are usually good to shoot at enemies in addition to shooting down fighters and missiles. LRPD Lasers can also be used to provide point defense for allied ships as well, which is quite helpful.

I usually won't fit stuff like Single or Dual Autocannons on ships, but this is more because their ranges do not match up with the larger weapon ranges rather than the weapons themselves being ineffective. I generally like Light Machine Guns a lot though, and personally prefer them to Vulcans because of their longer reach and ability to pressure shields extremely well at close ranges. I usually don't use much ballistic PD outside of Flak Cannons though. Light Mortars are notably extremely efficient HE weapons and can be very effective on a number of ships. Fitting a Hammerhead with two Light Mortars and two medium kinetic weapons can be quite effective.

I've not killed any real late game enemies recently, at least not with vanilla stuff, but there was that time I faced down a few small groups of Remnants with just Hounds and won without any losses. Lots of hull and armor damage though.

11
Suggestions / Re: Possible buff to Low Tech Ships idea
« on: June 04, 2021, 09:29:28 PM »
Am just here to state that you are probably not putting Integrated Targeting Unit or Dedicated Targeting Core on your Cruisers and Capitals, CanaldoVoid. One of these range boost hullmods is essential for larger ships to function properly. This is perhaps why you feel outranged and outspeeded?

either that or your entire game consists of only Paragons somehow?

Would you mind posting some screenshots of the ship fits you use? The base game will take a screenshot when you press printscreen and put it in the Fractal Softworks\Starsector\screenshots folder

12
Mods / Re: [0.95a] Neutrino Detector Mk.II, a false positive remover
« on: April 20, 2021, 05:47:20 PM »
I gotta say, this doesn't feel very cheat-y at all. the false neutrino spikes are a massive time-waster and a bother, there's nothing like counterplay or anything, you either have to follow them all and waste time or you potentially miss out on finding things. which, for an ability that should supposedly help not miss out on stuff... the fake spikes really make it feel mostly pointless

thank you very much for making this mod, it's a godsend and I'll definitely be using it in all my future playthroughs
You can tell the difference between a 'real' spike and a 'fake' spike by traveling perpendicular to the spike and seeing if it moves. There's probably a few other ways to tell, and there's also a bunch of 'normal spots' for stuff to be, but I'm not going to list all that here.

But yea, the fake spikes make the ability feel... not really worth using? It takes time, requires volatiles and is generally not as effective as it perhaps should be?

13
Bug Reports & Support / At The Gates Finale Issue
« on: April 01, 2021, 12:03:43 PM »
After Kanta's, instead of going through the Gate, I just... transverse jumped out and went to Galatia normally. But apparently, I still went through the Gates according to the story.

14
I was looking to purchase a cruiser from my Tritachyon contact on Culaan. First it was a Fury, then it became an Eagle, now it's an Apogee.

15
The +10% Flux Dissipation does not appear to apply if Militarized Subsystems is builtin. It does apply if it is not builtin.

This also appears to be the case with Hardened Subsystems.

Nevermind, the bonus only applies to Base Dissipation.

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