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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - Amoebka

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Suggestions / Re: Hypershunt tap problem
« on: May 19, 2024, 03:31:56 AM »
And then Hegemony goes to war with someone, Jangala's accessibility drops below 90% as a result, and your cryorevival has a global shortage for the next 1.5 years.

Suggestions / Re: Hypershunt tap problem
« on: May 18, 2024, 11:52:48 PM »
Lamp is good because it still provides a (smaller) free upside even if not fully supplied.

Tap is awful unless you stack the entire production chain on one size 6 planet, because disruptions are too common.

Cryosleeper is awful because the halved bonus isn't worth the upkeep, and disruptions are too common.

Disruptions happening magically with no way to prevent them is a lame and stupid game mechanic in general.

i've got 2 shield shunted ballistic heavy ships
You are going to get rekt really hard by reality disruptor unless you stack every single repair bonus, including possibly s-modded repair units. A single shot can and will disable every weapon and engine on an Onsaught for 20 seconds.

As far as SWP ships go, I strongly recommend a flagship Chronos (or a Dawnstar if you have it) with a reality disruptor. With so much cooldown shaved down by time dilation, you can keep multiple ships permanently disabled and instakill fighters. Basically a Ziggurat for half the price.

General Discussion / Re: L/M Missile in 0.97
« on: April 29, 2024, 11:10:38 PM »
Yeah, DP is like the most important stat for lategame, especially for spam monofleets that want critical mass. For ships that had OP to spare on the old penalty (including Gryphon) it's a nerf.

General Discussion / Re: L/M Missile in 0.97
« on: April 29, 2024, 10:04:44 PM »
Gryphon is still "good", because the sheer volume of harpoons overpowers anything even without squalls. Ammo lasts half as long though, which puts a severe limit on the sizes of fleets they can take. Converted hangar nerfs are a big hit as well. Gorgons instead of breaches are theoretically an improvement, but not a noticeable one.

I keep wanting to find some way to spam cheap unofficered support ships, ideally with civilian-grade hulls, but there aren't many buffing effects in the base game other than nav and ECM (and Escort Package). I guess that's what SD is for but I find SD very hard to fit into an officer-focused fleet before the level cap.
Capital-sized civilian ships, like Prometheus, can be used to buff your escort-package destroyers.

Suggestions / Re: Change names for ship orders.
« on: April 19, 2024, 07:07:49 PM »
"Orders" could also be renamed into "mild suggestions" to better explain new players their function. Except Rally, that one is actually useful and therefore should be removed from the game.

Sure, let's nerf it until it's in the same group with shield shunt and HSA - technically in the game but not actually used.

Hullmods that benefit specific weapons/loadouts need to be strong enough to actually open up new build options. If you nerf s-mags, it will only become even more of "only ever use when you had this type of build to begin with", or even "never use at all".

S-mags is exactly where s-mods should be. It's not gamebreaking or an auto-pick on any ship, but it's good enough to create entirely new builds around itself.

HSA is nowhere close, and it needs to be more powerful, not cheaper.

I made a backup with CTRL + C then CTRL + V in the same folder
Might be the reason it didn't work. The game doesn't load files based on their names, it loads everything in the folder, and you now have two files defining the same system with the same ID. The unmodified one seemingly loads later and simply overwrites the changed one.
Move the backup outside of your starsector\data folder or any of its subfolders.

Blog Posts / Re: Save/Load UI, Autosave, Intel Map Markers, and More
« on: April 11, 2024, 04:51:52 AM »
Great stuff, no doubt about it.

The text entry field is pre-selected, and you can immediately type in a description, then press Enter twice – once to finish text entry, and again to save.

Would suggest making it one enter click instead of two. That's how it works in most games, and there doesn't seem to be much of anything else to do on that screen anyway, so deselecting the text field without closing it feels very niche.



Can probably just remove the whole block. Make a backup, just in case.

General Discussion / Re: Modifying ships HELP! Want moer fighters.
« on: April 05, 2024, 11:42:02 AM »
The number of bays is defined in ship_data.csv, not heron.ship.

If retreat battles are dull and unfair, the solution is to rework them, not handwave the issue away with green points.

If certain ships can't function without s-mods, the solution is to buff them, not handwave the issue away with green points.

If leveling up officers and getting the skillsets you want takes too long and is too RNG dependent, the solution is to rebalance it, not handwave the issue away with green points.

That's the main meta-issue with story points. They are band-aids masking design and balance flaws within the game.

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