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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - PreConceptor

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Mods / Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.0
« on: May 01, 2022, 12:51:29 PM »
Tried editing Automated Ships in modSettings.json, disabled all scaling and set the limit to 200, but its still acting like the limit is 120 (tested by adding 4 Radiants with no cores to the fleet, max CR drops to 37%)

Skill description lists 'Your automated ship limit is 120' in the third line of the effects, and under that the max CR calculation block is wrong, says 200 points max/240 currently (with the 4 Radiants) with 67% max when its actually 37% in-game

Also noticed that with the default settings (battlesize scaling) the automated ship points were always stuck at 120 no matter the battlesize was, which was what made me fiddle with the settings originally.

edit: tried with battlesize scaling turned on and the limit set to 200, and the CR calculation block listed the 200 points and 67% max, but still the actual max CR limit seemed to still be working off 120 max (max CR dropped when over 120 points). This was still with battlesize at 600 like the other instances.

Mods / Re: [0.95.1a] Everybody Loves KoC
« on: January 30, 2022, 02:47:53 PM »
... I think Flux Capacitor should have the missile OP reduction also (and be renamed appropriately, maybe Restructured Flux Architecture, kinda long but its what I got), since energy-heavy ships generally also make significant use of missiles....

I suspect it'd be better to simply make a third mod that reduces missile OP cost, it is an entirely different weapon system after all.

In that case, Ordinance Storage would need to lose its existing missile OP reduction.

Mods / Re: [0.95.1a] Everybody Loves KoC
« on: January 29, 2022, 09:58:02 PM »

It already had two large converging mounts, the speed and flux are its vanilla stats. Not sure where the complaint is coming from on this. The real buffs are in defence and the two fixed wings. Being a new addition I'm aware it will need a few tweaks, if you can be more specific on what you feels need changing I'm open to options. I was considering 3 fixed (drone) wings + drone strike but

The point is that essentially converting the Odyssey's side large energy mounts to forward facing ballistics is overpowered. There's a reason why hightech stat spreads should not have straightforward access to ballistics. Even without the Plasma Burn the Odyssey is too fast and has too high flux stats to mount the typically long-range hard flux dealing large ballistics without it being overpowered. The kiting potential is insane. The drones are also way too strong, the first thing should be giving them High Delay IR Pulse Lasers like the Gladius has. 600 energy DPS per wing with 300 speed and decent survivability is crazy, even if the other stats are so-so and only half normal fighter range (still reaches well beyond normal weapons range). Blockade Runner's zero flux boost bonus may also be too much on an already fast capital like the Odyssey, further compounding the issues.

KoC Atlas losing Fighter Chassis Storage is good. That might be all that's required.

Oni summed up my thoughts on Flux Capacitor vs Ordinance Storage quite nicely. But I think Flux Capacitor should have the missile OP reduction also (and be renamed appropriately, maybe Restructured Flux Architecture, kinda long but its what I got), since energy-heavy ships generally also make significant use of missiles. Maybe make it clear that the missile OP reductions wouldn't stack, or make them mutually incompatible. Maybe go further and add a third hullmod that reduces ballistic and energy OP cost, with the same penalty as the other two. Call it...Advanced Armament Conduits or Hybrid Integration or something. Options for every occasion. At the moment, Ordinance Storage is a no-brainer buff for most lowtech-style combat ships.

Mods / Re: [0.95.1a] Everybody Loves KoC
« on: January 28, 2022, 09:48:02 PM »
Just wanted to say, the KoC Atlas carrier is so hilariously overpowered it's not even funny. 8 bays, constant 100% replacement rate, Reserve Deployment, and all for just 35 DP. The KoC Odyssey is also overpowered. It shouldn't be possible to fit 2 converging large ballistics and more on a capital with that kind of speed and flux stats

The Ordinance Storage hullmod is also whack. -30% cargo might as well not be a malus on most combat ships, and it affects both ballistic and missiles. Compared to Flux Capacitor, which does have a serious malus, it's just silly.

Suggestions / Re: Hull Restoration change
« on: January 23, 2022, 06:23:09 AM »
Fact is, Hull Restoration makes every other top tier skill look like a worse choice by comparison. A quick look at any discussion about the skills people always take is demonstrative. Even if Dmods aren’t that big of a deal in theory (especially since the dmod nerf), thats not how most of the playerbase percieves them in reality, and such a relatively simple solution to the Dmod problem is a positively magnetic force in the typical skill choice.

Some (one) top tiers likely need buffs (looking at you Neural Link) but Hull Restoration stands out as exceptional among the exceptional. It’s an outlier.

Mods / Re: [0.95.1a] Starpocalypse 2.2.0 - more apocalyptic settings
« on: January 18, 2022, 01:44:11 PM »
Would it be possible to make Shy Black Market have its own faction list not tied to regulation? Something like shyBlackMarketFaction.csv? It could have the same setup as militaryRegulationFaction by default. Personally I'd like to set it up so that indies and a couple other factions have a shy black market but no regulation.

More items in raidProtectorItem? fullerene_spool should definitely be in there imo (Hegemony, stealing food planet's space elevator, etc)

Mods / Re: [0.95a] BigBeans Ship Compilation + Optional Submod
« on: January 12, 2022, 09:42:23 PM »
The Hartfell might be very slightly overtuned. Specifically the speed, which in combination with jets and ability to mount a medium ballistic on decent midline frigate stats makes it potentially rather effective and survivable for just 5 DP

Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 12, 2022, 09:33:24 PM »
On the Alastor: it has 180 peak time, but it seems like it should be in the 240 bracket along with other midline frigates given its general profile (moderate frigate speed of 125 with slight boost from jets, modest small weapon layout, that sort of thing)

Mods / Re: [0.95a] Planet Search
« on: January 12, 2022, 04:36:32 PM »
Thanks for the report. It's now fixed in v1.0.1!

That was quick, thanks!

Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 11, 2022, 09:14:57 PM »
With the nerf to the Drover, there’s no real reason the Vortex should still be 15DP. It should either be  nerfed in stats or bumped up to 18DP—as is, it’s stronger than the Drover for no real downside.
P.S.: any way I could make a modification like this myself?

No, the Drover should be decreased in DP because its near worthless at 15. You'd have to modify damn near every other mod destroyer carrier if you compared them to the Drover.

Mods / Re: [0.95a] Planet Search
« on: January 11, 2022, 09:12:00 PM »
minor bug: when going from the Map to showing system info the search and sort from the planet list is overlayed on the system info

Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 06, 2022, 11:55:51 AM »
Eos speed to 60 from 40 lets goooooo

Nice to see this make a triumphant return to the Index. Even without the quest content it's still the premiere ship mod in my eyes.

Suggestions / Re: Hull Restoration change
« on: December 27, 2021, 05:55:10 PM »
But having repairs happen automatically and progress with time is the point of the mod.  So player can repair ships when out exploring, instead of accumulating d-mods after getting beaten up once or twice then having to schlep aaaaalllll the way back to the core to repair (assuming vanilla, Nex of course might have closer markets).  You are basically suggesting to redo the entire skill.

If ships keep getting dmods outside the core, you'd need to return to the core anyway to replace lost crew unless you hit a cryopod windfall. It's not like the skill also has several other excellent effects. It's just that the over-time dmod repairs is all anyone cares about because it's maybe the single most useful skill effect in the whole lineup, to the point of making other top tier skills less valuable by comparison. It's easy to decide to make-do without Systems Expertise or Neural Link or Best Of The Best, it's dramatically harder to do the same with Hull Restoration.

Suggestions / Re: Hull Restoration change
« on: December 27, 2021, 04:55:09 PM »
1.  Make ship size/class change length of repair times (so frigates get repaired in a month, 2 for destroyers, 4 for cruisers, 6 for capitals; 6 months might take too long, length of time per class is subject to change)


2.  Just require length of time to repair D-mods be related to crew size (so running a lean crew basically becomes a drag on skill, whereas an oversize crew repairs normally).

These have the same problem as the original effect, but worse. All they'd do is make you wait longer. Dramatically longer in the case of the first one, and if you want to fix a really damaged Onslaught for example you'd end up paying a similar amount in total upkeep over the year or more it takes to fix as it would cost to Restore it. As long as the repairs happen automatically and progress with time, it'll be a problem.

Suggestions / Hull Restoration change
« on: December 27, 2021, 12:56:00 PM »
I know people love Hull Restoration, but here goes anyway.

The over-time Dmod repairing granted by Hull Restoration is, well...cheesy. It encourages the player to sit in orbit with the handful of expensive ships they want repaired for months on end. It seems like busywork in the vein of recovering ships to sell them, which was mechanic'd out to eliminate busywork. Except over-time repairs aren't even work, it's just a matter of holding Shift. It also only costs 2 story points to reassign skills into Hull Restoration for months of idle over-time repairs and back to one's normal skill set, which makes it even more cheesy.

Being able to fix ships on the cheap is fantastic, but completely free over-time repairs doesn't seem the best way to do it, since time is an unlimited near-zero cost resource in most cases. In a meta perspective, the sheer utility, QoL, and credit savings (and/or the perception of potential gains) offered by Hull Restoration also pushes players heavily into the Industry tree over others, which skews the player experience towards it and the hyper-efficiency of said tree.

Instead, I propose the over-time repairs effect (and only that) be removed and replaced with a large percentage reduction to dockside Restoration costs, perhaps a 50% cost reduction or even more. This turns the effect from an unpredictable lottery that encourages awkward meta-based fleet management to gain the desired outcome into a concerted choice, saves time, also saves vast sums of credits, and better complements the 'chance for Dmod removal on recovery' effect. Thoughts?

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