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News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - PreConceptor

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1
Mods / Re: [0.97a] Amazigh's Ship Foundry v1.2.2
« on: August 30, 2024, 12:31:52 PM »
Nice! I trialed doubled the ammo, it made it worth using but still rather unsatisfying. Looking forward to trying the new version

2
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: August 26, 2024, 03:37:20 PM »
The way the Nekki system is set to spawn means it sometimes appears almost on top of the Zorya system from Emergent Threats IX Revival.

3
Mods / Re: [0.97a] Amazigh's Ship Foundry v1.2.1
« on: August 25, 2024, 03:55:37 PM »
Maybe I'm missing something but the Twister MIRV seems really weak. Comparing it to the Swarmer you get about 5x less overall damage when accounting for all ammo and individual munition damage, for more OP, with less use cases, and worse hit probability, only losing some DPS and some range which against small targets like frigates and light destroyers that they're actually able to inflict significant damage against isn't much of a concern. Against those targets the MIRV spread makes their hit chance extremely low without ECCM, so they miss their intended targets and can't damage their unintended. Feels like they need several times more ammo.

4
Modding / Re: [0.97]Hegemony auxiliary mod recreation
« on: August 23, 2024, 06:37:15 PM »
Several of the ships in this mod never seem to appear anywhere, not fleets and certainly not in markets, only as BPs if ever. Notables include the Dram, Condor, Mule, and Venture, maybe others.

5
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: August 20, 2024, 07:39:05 AM »
Things from mods not working because they require vanilla skills is a known issue btw. Each instance is different but likely a thing those mod authors would need to account for themselves if they care about compatibility.

edit: and apparently the Nex issue is fixed in the next major SiC version

6
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: August 17, 2024, 12:24:19 PM »
Smol suggestion if I may: It seems the last 'must always have' effect of Leadership that is still present in the Management aptitude is Best of the Best's +1 Smod effect, which also happens to be a real PITA to manage if you ever want to swap Management out. It may be an idea to move that +1 effect to the automatic player level unlocks, maybe push the other unlocks down a level and put it at Lvl14? No clue what effect could replace it in the skill though.

7
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: August 08, 2024, 04:48:53 PM »
It seems some Planet Ops from Nomadic Survival/Perilous Expanse may be unavailable due to requiring vanilla skills

8
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: August 08, 2024, 04:18:06 PM »
Apparently I can't Manage XOs unless I have at least 4, since I can't unassign them unless all 3 slots remain filled. Am I missing something?

9
Mods / Re: [0.97a] Seafood Shipworks 0.0.8a
« on: July 03, 2024, 08:46:07 AM »
I was poking through the files and I noticed Seafood's Shoebill-class is named 'egret' in the files, maybe it was the original name?

Since High Tech Expansion also has a Shoebill-class, and its had that name for a long time, it might be an idea to change the name of  Seafood's Shoebill to Egret to avoid confusion.

(Unless there's another Egret-class in another mod I'm forgetting)

10
Mods / Re: [0.97a] Seafood Shipworks 0.0.8a
« on: June 23, 2024, 09:27:21 PM »
Amazing to see this back  8) ;D

11
Mods / Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
« on: April 06, 2024, 10:02:32 AM »
Hi, any chance you'd be willing to pass on permission to keep this updated since its out of date enough to drop off the Index? I'd be willing to do so.

12
Very minor thing but I must have cycled the Random Battle mission a hundred times or more and never seen a single Manticore. Kinda unfortunate since no other mission has one either so testing is much less convenient.

13
Modding / Re: [0.96a] Arulite Starworks v0.3
« on: January 18, 2024, 05:30:45 AM »
Hi, liking the new version. I noticed the new Arbalest Battery has an identical name to Mayasuran Navy's Arbalest Battery, maybe it could do with a slightly different name to differentiate them?

Also the Firefly Pod seems to be somewhat overpowered, there doesn't seem to be any reason not to use it over the Harpoon Pod (or any other comparable missile) since it has twice the ammo and significantly more damage.

14
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 01, 2024, 03:56:26 PM »
While I like the Hull Restoration CR change I'm also of the opinion that HR needs to be nerfed or otherwise changed to encourage skill build diversity. I'd wager about 80% of player builds involve immediately dumping 5 points in Industry. The free D-mod repairs are just too convenient, basically saving anyone who takes it tens of millions of credits no matter their situation.

15
Another thing, there seems to be a lot of mismatches between deployment point cost and supply cost. Convention is that DP and supply use should be the same unless there's a specific edge case reason.

Also the Lancet's right small universal mount arc seems to be slightly misaligned towards the rear on all variants, either that or the left one is misaligned forward on the regular and XIV variant. Not sure whether they're supposed to be aligned slightly backwards or directly perpendicular to the centre line.

edit: another minor thing but the Halon Interceptor Mk1 description mentions it replaced the Pata, but the Tekko Cannon description says it was replaced by the Halon. Since the Tekko is a PD weapon and the Pata isn't I'm assuming the Halon description is meant to say Tekko instead of Pata.

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