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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - Phenir

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General Discussion / Re: My quit moment
« on: December 15, 2021, 11:47:00 AM »
OP doesn't want advice, he's just venting.

I can't believe you just said speed isn't useful.

Sorry, to clarify, speed in and of itself is quite useful, in fact it is arguably THE power stat of the game (part of the reason high tech ships seem to outdo low and mid tech ships, thus balancing and additions in the next patch).  But the additional speed added by the SO zero flux boost (on top of normal SO speed boost) always being available is essentially neutered balanced by a crushing loss in PPT.  So deploying an SO ship early in the battle is kinda pointless, as it will likely run out of PPT before generally being useful (put another way, seems like the only real reason to deploy a SO ship at the start of a battle is to try to quickly capture a strategic point and maybe bog down the enemy for a bit, but then you'll have to quickly retreat the SO ship or have it risk having CR go to 0% and the ship prolly die).

Hence why it seems adding the zero-flux speed at any time to SO was primarily intended for Hyperion and nothing else (although yes, other ships would still literally benefit from it, but only Hyperion can teleport across map to a retreatable position).

Edit: spelling, but also forgot to add this:

It also gives the engines their brightness helping signify to the player that the ship is using SO (alongside the color change).

Zero flux speed boost in general gives a different/longer drive plume, SO plume change just adds mostly more flavor/color (although also needed for a player to know if an enemy ship has SO hull mod during battle).
I think you're overestimating the cut in PPT. PPT doesn't tick down unless the ship has enemy ships in sight. The drain after PPT is over is still the same so effects that reduce that drain drastically increase the time the ship can stay in combat. Stacking hardened subsytems with reliability engineering nearly doubles that time just from the drain reduction. Reliability engineering gives 15% more CR, nearly doubling the time again until malfunctions. Then there is crew training for another 15%. Ships lose .25% cr per second after PPT is gone. With all that above, the SO ship can avoid malfunctions for 6 minutes AFTER PPT is over and you should be able to get a few minutes of PPT as well. Plenty of time for it to have a significant impact on the fight.
It will last even longer if you micro it a little. I like to put SO on already fast cruiser (aurora, fury, falcon, even eagle and champion will work) and then use it to bully enemy frigates trying to take points. Frigates don't trigger PPT drain for cruisers so the ship can do this forever. Once the enemy is out of frigates, they start sending destroyers and cruisers but the SO cruiser by design excels at 1v1. This all leads to the enemy's ship line becoming smaller and smaller as they trickle ships trying to take points.
SO ships need that speed boost not just to get to fights, they also need it to get in and out of enemy ranges so they can dissipate or to flank vulnerable enemies easily. Without it, they will get fluxed out before even getting in range of the enemy. It also gives them a bit of a weakness like I said before. If they get overloaded, they lose the 0 flux boost, preventing them from easily escaping.

Allowing the use of the zero-flux speed boost at an flux level seems a pointlessly tacked on bonus to the hull mod, since its benefit seems primarily for the purposes of the Hyperion and nothing else (is there another ship system that requires zero flux to use?  Pretty sure no, but could be wrong).  Otherwise, it just increases speed even more... which isn't very useful unless ship is getting deployed late in battle when PPT use most efficient.
I can't believe you just said speed isn't useful. Zero flux isn't just speed anyway, it's also maneuverability (turn speed, going from 0 to full speed faster) and if you have wolfpack, the bonus to speed is greater if you're piloting a destroyer. It also gives the engines their brightness helping signify to the player that the ship is using SO (alongside the color change). I wouldn't be surprised if SO ships lose their zero flux boost when they get overloaded just like regular ships using elite helmsmanship, which gives it another point for using 0 flux boost instead of just a flat speed increase.
Just treat ships with SO the same you would treat falcon P, it's falcon but different.

Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 13, 2021, 02:27:04 PM »
Does the AI change to make them avoid same and bigger ship's line of fires come with a change to autofire's "avoid shooting if ships might get in the line of fire" since they now actively avoid that?

Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: November 05, 2021, 12:03:26 PM »
Since your back, I'd like to draw your attention to the quest that gives you the BP for the planet forming ship. I think the fight with the remnants at the end is a bit absurd as they are fully kitted with AI cores but there are no objectives on the map for some reason. This means the player will always be severely under DP compared to the AI fleet.

Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.6.1a
« on: November 02, 2021, 01:09:14 PM »
Crash report:
I installed the Modern Carriers + version and got a crash on launch. In log file it said "carriersafetyoverrides hullmod" was missing. I replaced the mod with normal version without + and it works fine. Maybe has something to do with other 30 mods,I dunno.
The + version is a separate mod intended to be installed alongside the regular version.

Suggestions / Re: Pirates Ships
« on: October 22, 2021, 11:11:54 PM »
Pretty sure pirates have their own heavy industry on one of their planets. There's also the blackmarkets which are every planet.
I also think there should be more ships having a pirate variant, even if sub-par to the original. It would add a bit more flavor to the endless Venture + Mule spams.
Sell blueprints on the blackmarket. Pirates will learn them after a while and start using those ships/weapons/fighters in their fleets, with a bunch of dmods of course.
I do think there should be more pirate variants as well though. A venture(p) with some different mounts or replace the mining pods with a proper fighter bay, or redesign of the starliner similar to the colossus and atlas.

For my carriers, I equip them depending on the rest of my fleet. If i'm running a frigate heavy fleet, I bring khopesh and broadswords/longbows. This is so the carriers can assist the frigates in cracking bigger ships. For a cruiser heavy fleet, I bring daggers instead of khopesh so they miss less against smaller targets.

Xyphos fighters (high) are essentially mediocre PD mixed with decent EMP damage to enemy ships. They're great at what they do, and they can disable enemy ships such that the carrier can catch them, but Xyphos fighters are not going to have the same impact that other fighters have. They are very support oriented, and they tend to die against enemy fighters unless the mothership has a lot of PD, which begs the question of why the ship is running Xyphos in the first place. Their real strength is that they can be sent to escort other ships, which, in theory at least, means the ship acting as the vanguard can have a fleet (say 5-10 wings) of xyphos escorting it.
Xyphos can't escort anymore, their roam range got reduced to 0. The purpose of xyphos is to disable enemy ship through their shields and help win flux war by disabling weapons, their pd is just a nice bonus. They still have a 1200 range ion beam which gives them more range than, say, an odyssey with plasma cannons and itu.

Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
« on: October 22, 2021, 09:10:24 PM »
I'm getting a crash with this mod.
4170954 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.skills.CaptainsMakeshiftEquipment$Level3B.apply(
   at com.fs.starfarer.campaign.CharacterStats.applyFleetwideToStats(Unknown Source)
   at com.fs.starfarer.loading.specs.intsuper.super(Unknown Source)
   at com.fs.starfarer.loading.specs.intsuper.super(Unknown Source)
   at com.fs.starfarer.loading.specs.intsuper.super(Unknown Source)
   at com.fs.starfarer.combat.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.B._.this.while(Unknown Source)
   at com.fs.starfarer.combat.B._.actionTaken(Unknown Source)
   at com.fs.starfarer.combat.B._.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.super(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)
I get this crash when I try to transfer command after my ship has been destroyed.
Edit: Seems like the version numbers confused me, I was using 1.0.8 rc3 and the OP had just 1.0.8. The version from the OP doesn't have this crash.

Terraforming and station construction mod lets you build stations around planets (siphon or astropolis) or in asteroid fields or even recolonize abandoned stations. It also adds some new buildings for things. Industrial evolution adds many new buildings for colonies as well as new events for exploration content. Notably, it adds the privateer base which periodically raids your foes.
Seeker has a custom paragon that is literally a space farm. It passively generates credits for you while you are in an inhabited system.
Nexerelin has mining, both asteroids and planet. There can be accidents, ambushes, and hidden caches. Also adds a lot of other stuff like invasions, vengeance fleets, alliances, and more. Make sure to read the feature list.

General Discussion / Re: Shooting past friendlies
« on: October 19, 2021, 08:50:37 AM »
Fighter torpedoes do not fly through friendlies. This is a good thing though, you can get really close to the enemy so the bombers don't fire until they are basically right on top of the their target. Less chance of their missiles being shot down.

Suggestions / Re: Skill Overhaul: Experience Types
« on: October 18, 2021, 11:15:31 PM »
Currently, there's a lot of skill upgrades that may not apply to you, which you need to take to get to another, unrelated skill (like having to take derlict contingent to get to a second colony skill).  So here's a way to change things around.
Luckily, the next update will change the skill system to a new one. Instead of being forced to choose between two skills and having to loop around to get multiple high tier skills, skills are instead grouped into tiers. You choose a certain number of skills from a tier to move on to the next tier (or continue to take skills from the previous tier). For example, almost all of the combat skills are in the first tier while systems expertise and missile spec are by themselves in the second tier. You can read more about it in the blogpost here:

Modding / Re: Game finishes early, what can do?
« on: October 18, 2021, 11:09:49 PM »
You could play random sector instead and disable faction weighting so heg and league don't start with a ton of colonies.
If your fleet is stronk enough, you could also try intercepting their invasion fleets in hyperspace to avoid tanking your rep or if you don't care about your rep, just help whatever planet they happen to invade.
Alternatively, LET THEM INVADE and then intercept their suppression fleets. These fleets always have like 2k+ heavy armaments as loot (make sure you pursue their cargo ships) which you can then turn around and sell on the black market to the planet they just invaded. Not only does this net you a million or two credits but it also helps insure that the rebellion succeeds and that faction gets their planet back. This will hurt your rep with them a bit but it won't immediately cause war unless your transponder is on for some reason. Just keep an eye on the intel notifications because they will usually send one or two more suppression fleets if the first one fails.

Modding / Re: [0.95a] Extra System Reloaded v.0.7.5
« on: September 26, 2021, 02:51:28 PM »
Spooled ammo feeders seems to be bugged on ships with modules. It shows the ready/activated/cooldown for one of the modules rather than the main part of the ship. I was using the Gown. The effect still works though, just the ui is incorrect.

General Discussion / Re: On iron mode and the consequences of loss
« on: September 17, 2021, 01:41:05 AM »
I went and tested it a bit, it seems to actually be related to burn speed. If your slowest ship has higher burn speed than their fastest ship, you can just leave and they will only harass you. I spawned a large pirate fleet whose fastest ship was 10 burn. With an eagle with augmented engines (10 burn) I couldn't escape but with a falcon with augmented (11 burn) I could. Navigation skill doesn't help with this since it's not a boost to individual ship burn speed. I imagine tugs also wouldn't help but the skill that increases the burn speed of civ ships should. This also means a fleet with a falcon P is difficult to escape since all your ships would need to be a base burn of 10 + augmented engines.
Does that include the +1 burn to non-military ships skill?

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