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Messages - Zym

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1
Bug Reports & Support / Re: The Typo Thread
« on: February 08, 2022, 08:18:39 AM »


It says "Your" instead of "You".

2
Bug Reports & Support / Re: The Typo Thread
« on: February 07, 2022, 01:08:35 AM »


Says Syclla instead of Scylla.

3
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It appears that the "concerned person bar event" changes commodities if you decline it and enter into the event right after. This could be a vanilla bug, but since I found it on a modded planet I felt like this was the right place for the report.

4
Bug Reports & Support / Re: The Typo Thread
« on: December 11, 2021, 06:50:04 PM »
Adaptive Phase Coils description says "greadly" instead of "greatly".


5
Well, since you offered - if you're able to do that and don't mind, that'd be amazing!

.
First example of behavior occuring at 0:41.

Test performed in the Forlorn Hope mission with all mods disabled. I had to adjust the build a bit to fit in the necessary hullmods now that smods were not an option.

It does feel like it's happening a bit less frequently now though.

6
Thank you! I'm a bit confused - this doesn't look like the campaign refit screen, but the ship has s-mods. What am I missing?

Oh, apologies. That's just the Ship Catalogue / Variant Editor, a custom test mission mod that lets you test and examine ships outside the campaign.

I doubt it has any effect on AI behavior, but if you'd prefer I can reproduce this bug in a 100% vanilla environment and post another video of that.

7
Thanks for the report! Hmm. Could you post your full Paragon build? I'm not seeing this behavior in a stock Paragon fitted with front shields, facing 2x Sunder 2x Hammerhead 2x Omen (which seems to be what you've deployed?) It doesn't drop shields for me at all until it's near fluxed out.

Certainly.


8
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The behavior starts occuring at 0:30.

Frontal shield hullmod makes the AI drop shields at inopportune moments. First it happens against a single Omen, then 2 Omens, then a Sunder with a High Intensity Laser.

9
Mods / [0.95a] Low Maintenance 1.1
« on: May 19, 2021, 05:00:46 PM »
Can be added during a campaign.
Can not be removed from a campaign once saved.



What the mod does

Adds a hullmod called Low Maintenance that reduces supply maintenance by 50% and applies it to the following ships:
  • Dominator
  • Dominator XIV
  • Mora
  • Onslaught
  • Onslaught XIV
  • Legion
  • Legion XIV



Why those ships?

Two reasons:
  • Balance: These ships are hampered by their logistical footprint compared to their peers across the board. High tech ships by comparison sport far lower minimum crew requirements, lower fuel use and similar supply costs. To that end, the mod aims to make lowtech ships more competitive on the campaign layer.
  • Lore: Lowtech ships like the Onslaught are known for being very old and reliable. They're cheap to produce and spare parts are abundant because of it. It makes sense that they would be cheaper to maintain.

Also, as you can see on the following table, even when you apply such a drastic decrease in maintenance, their overall costs for flying around are still higher than their high tech counterpart. The ships with "(LM)" next to them are the same ships but with the Low Maintenance hullmod applied to their overall costs. The final cost calculations assumes base costs for the supplies, crew and fuel.




What it looks like ingame





Changelog:
  • 1.1: Removed superfluous information from .ship files.

10
Mods / [0.95a] Rebalanced Doom 1.0
« on: May 11, 2021, 12:12:04 PM »
Can be added during a campaign.
Can be safely removed from a campaign.
Affects the Starlight Cabal Doom from Underworld as well.



Active changes
  • Removes the ability to deploy mines while phasing.
  • Reduces the range of the mine strike system from 1500 to 800.



Goal of the mod
  • Make the Doom less annoying to play against and less overpowered to play as.
  • Make it harder and riskier to use well.
  • Keep its core identity as a backstabbing ship intact.
  • Make sure that the AI is able to use the changed ship well.
  • Do it with as few changes as possible.



Footage of the changes in action

No skills and normal loadout.


Optimized loadout with skills against 2 radiant remnant fleet.







11
Somehow, my colony has +40% accessibility from improvements to its spaceport and its waystation without having a spaceport or a waystation.



I also tested this with ground defenses and the 1.25x multiplier for ground defenses from its improvement also remains after I sold the building.

I tested going to the colony and waiting a month to see if it would update and remove it, but it did not.
Additionally, selling the improved buildings correctly reduce the story point cost for improving the next building from 4 to 2, despite the benefits sticking around. This could probably be exploited heavily by building, improving, then selling.

It appears they're fueling their ships with the memory of their awesome spaceport.

12
Bug Reports & Support / Re: The Typo Thread
« on: March 27, 2021, 07:55:45 AM »
Screenshot here.

Swap "proceeds" for "precedes".
Spelling fix "paramters" to "parameters"
Assuming plurality on garrison, so garrisons.
Missing " marks around "are you in?"

(Moved this here from the bug report forum).

13
Bug Reports & Support / Minor dialogue errors
« on: March 26, 2021, 08:11:21 PM »
Screenshot here.

Swap "proceeds" for "precedes".
Spelling fix "paramters" to "parameters"
Assuming plurality on garrison, so garrisons.
Missing " marks around "are you in?"

14
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 26, 2021, 07:32:01 PM »
Congrats on the finished update!

15
Suggestions / Re: Hurricane is too strong
« on: March 02, 2021, 10:15:07 PM »
What I see as the major issue with the current Hurricane is shield pressure; reducing the projectile damage to 400 and snipping the projectile count down to 9 or 10 would make for significantly less shield pressure while not really affecting the armor penetration except against the very largest, heaviest ships.

That reduces each burst from 10 * 500 = 5000 to 9 * 400 = 3600.
That's a 28% reduction in overall output and a 20% reduction in armor penetration. That's an enormous nerf.

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