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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Orcling

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1
Mods / Re: [0.9.1a] Concordance of Protection Syndicate (COPS) v.2.0b
« on: June 04, 2020, 12:19:34 PM »
Are COPS supposed to have zero tariffs, even on the Open Market? Considering that they ally with the Hegemony in every single one of my playthroughs, they should have some tariffs.

2
When i use randomized core worlds, any idea how to remove the requirement of Unique resources that come from some planets in the vanilla system, like Lobsters? (including resources from some mods). Even better would be, get some planets to generate said resources, but I'm dum and I don't know how.

3
Is there any way to disable the exalted? I like all the other ships. I looked through the files and i found no obvious way to disable the Exalted

4
I would very much like to invade Arigato in the Styx system, since there's a pretty decent planet there i want to colonise, specifically Styx III, that 100% hazard tunda planet that has Organics, Ore and Farmland. But if i colonise that planet, i really don't want pirates in the system. Preferably, I'd love to own the station myself, but if I cant have that, I'll have to destroy it(If I even can)

5
Mods / Re: [0.9.1a] Portrait Pack v1.2.4
« on: May 30, 2020, 05:54:34 AM »
Any chance to get this portrait pack without the Anime/Manga stylized portraits? I really like the ones that blend into the game but 1 to 134 don't mix with the rest of the game at all.

6
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
« on: September 15, 2019, 09:22:34 AM »
Izanami isn't really meant to be balanced and the system already has a flux cost. It's just meant to be a fun ship.

If that's your goal then yeah, flying that ship is fun as hell  ;D

7
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
« on: September 15, 2019, 07:26:20 AM »
So I got my hands on a Izanami and i must say, this thing is overpowered as all hell. Sure, only 2 mediums and a bunch of small guns but the Chrono Rupture is just absolutely broken and overpowered. It's basically a full Flux Vent if you have Resistant Flux Conduits. This is just my opinion but you should put some Flux Cost on the Chrono Rupture- maybe 2k or 3k, as it is i just activate it when my flux is full, Vent, then go right back to shooting. I also don't think a cruiser should have 110 base speed.
Otherwise, I absolutely love the new ships and I'm absolutely terrified when I bump into a pirate revenge fleet with 3 Castigators.

8
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
« on: September 14, 2019, 11:36:30 PM »
For the custom bounties, do i somehow have to activate them or do they work on their own if i have Vayras sector on?
Couple years into the campaign and i haven't seen any of the ships displayed in them.

9
I absolutely L O V E the sabre, especially the Pirate variant. Use ONLY anti shield guns, doubled missile capacity mod and shred absolutely everything with your 2 medium missile slots after draining the shields very quickly. Or phase behind something and put 4 hammer missiles into its butt-end. Absolutely deadly to bigger ships.


10
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: September 07, 2019, 07:43:29 AM »
I like this mod and the ships but i feel like the non-monkey versions are a little too strong. That 30 less recoil is HUGE and don't get me started on the speedboost on large ships. Most other mods have something that balances the bonuses out, like less armor or less Flux or whatnot.
Though they kinda need the recoil bonus for their own weapons, the Society weapons are hot garbage when it comes to accuracy. But if you slap non-society guns on their ships they're nearly unkillable. Oh and also 5% range bonus, geez. I suggest maybe giving their weapons 50% slower turn rate to balance out the bonuses.
The speedboost not working with safety overrides is meaningless because ain't nobody using that.

Though all in all, great mod. I love the pirate versions.

You are thinking about the hullmod in a vacuum. The mod itself is only buffs because the ships they are attached to are lacking in other areas. Like poor flux stats and defenses. This is why most of the feedback I receive is pretty-much opposite this, I've been told fighting the ARS is only a notch above fighting the pirates in terms of difficulty.

That being said, fleet testing for the upcoming art rework has begun and preliminary results show that the ARS is now entirely unbeatable. I have no idea what could be causing this, as the ships still fare average-to-poor in AI duels, but if I find out the hullmod has anything to do with it, then it is not sacred either and will be corrected as deemed necessary.

Also the speed boost not working with safety overrides is entirely because of the Macnamara. That ship is absolutely bonkers with SO and the last thing it needed was *More* speed, and only disabling the bonus on that ship would be gamey.

I'm not thinking about it in a vacuum at all. I think because the ARS does bad as a faction is because their weapons are garbage, like I mentioned. The ships themselves are great- I almost have exclusively ARS ships in my fleet right now and they do MUCH better than most of my other ships. I'm just not using Society weapons because as much range as they have, with the accuracy of most of them you can't hit anything, turret turn rate is bad aswell. The Bullpup Autocannon for example doesn't even come close to the Vanilla Assault Gun, even if it does have 100 more range. The Bulldog is better than the Vanilla equivalent but when you get to large slots the ARS guns get outperformed by the Vanilla guns in every way.


11
Hey alfonz, I did some more testing with the clyde rapidfire mg and I think that flux per second could be lowered by a 100 or so, considering that it’s quite weak atm. Perhaps you could add a modifier that increases the shield damage if within a certain range as well.
Not every weapon has to be "balanced". Even Vanilla has some guns that are hot garbage, I think it's fine if some weapons suck, it adds flavour to the game.
Also they have very low OP cost.

12
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: September 07, 2019, 03:31:22 AM »
I like this mod and the ships but i feel like the non-monkey versions are a little too strong. That 30 less recoil is HUGE and don't get me started on the speedboost on large ships. Most other mods have something that balances the bonuses out, like less armor or less Flux or whatnot.
Though they kinda need the recoil bonus for their own weapons, the Society weapons are hot garbage when it comes to accuracy. But if you slap non-society guns on their ships they're nearly unkillable. Oh and also 5% range bonus, geez. I suggest maybe giving their weapons 50% slower turn rate to balance out the bonuses.
The speedboost not working with safety overrides is meaningless because ain't nobody using that.

Though all in all, great mod. I love the pirate versions.

13
General Discussion / Re: Experience Gain
« on: September 01, 2019, 01:49:45 AM »
Did you install Skilled-up?
Because that mods only porpuise is to get a better expirience curve after level 36

No, Skilled up reduces the overall experience requirements even at level 1, that's too easy.

14
General Discussion / Re: Experience Gain
« on: August 31, 2019, 01:32:59 AM »
I find that XP gains after 50 are already slow enough.  My current character is level 65 after playing entirely too long into a Nexerelin game.  I doubt even the most hardcore of grinders could top 80.

Why don't you test the number extremely low or extremely high to see if it works?  Try 0.01 and 100.  One of them should earn you 10+ levels off your first battle, the other won't even budge the meter, if it works.

I tested it out, and yeah, I reduces it significantly. The thing is, last game with Nexerelin i reached level 90 in almost no time. I picked a world in a system with many other worlds/traders- the bigger the better. Then i broke the station, raided it until the people living there begged me to Saturation bomb them already. Then i just gave it to a faction i liked. THEN i sold all the materials i raided off of' em right back to the planet. And oh boy they want A LOT and pay A LOT for about anything. Then i go to any nearby world, buy everything i can and just go to the *** world to sell. I get millions of exp just from "profitable trade". It's really broken and cheesy and that's why i need to nerf exp gain.

15
General Discussion / Experience Gain
« on: August 31, 2019, 12:25:54 AM »
So I've been trying to nerf exp gain
Now the one thing I'm unsure about is this line in Starsector\starsector-core\data\config

"xpGainMult":1.0,

I set it to 0.7, thinking I'll only gain 70% of the experience than usual, but it feels like it's going faster instead.
Should i set it to 1.3? Or even lower.

Before anyone asks 'why' i would do this, I removed level caps for me and officers and to balance it out I severely want to reduce the experience i get overall.

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