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Topics - Zym

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1
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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.

2
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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.

3
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.

4
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.







5
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.

6
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?"

7
Suggestions / Hurricane is too strong
« on: March 01, 2021, 04:00:02 PM »
I very often find myself using Hurricanes over other missiles and I'd like to bring attention to its strength. Below are all the ships that have access to large missile mounts, what I typically put on them and why.

Disclaimer:
Hurricane needs ECCM to truly shine. It benefits more from it than any other missile because of how the second stage cluster becomes both tighter and faster.
EMR = Expanded Missile Racks.

One large missile and almost no other missiles:
- Apogee (1 small)
- Prometheus Mk.II

For this group, I typically consider either Locust or Hurricane, often leaning towards Locust because the ships have other things going for it or not enough OP to properly fit ECCM + EMR + Hurricane. Squall is almost never worth it because of how easy it is to make it miss (seemingly fixed in the next update) and because it lacks overall ammo.

One large missile and an assortment of other missiles:
- Gryphon (2 medium + 3 small)
- Odyssey (3 medium)

For this group I almost always go Hurricane because the medium and small missiles subsidize the addition of ECCM and EMR, which naturally makes Hurricane the standout choice.

Two large missiles and any amount of other missiles:
- Atlas Mk.II
- Legion XIV
- Conquest

For this group the choice is even more clear. When your investment into ECCM + EMR gets double the payout, Hurricane is the choice.

Two large missiles and any amount of other missiles + a super powerful system that promotes heavy bomber use:
- Astral

For the Astral, I typically build them with fighters in mind and missiles second or not at all. This leaves little OP for missile hullmods, so Locust or nothing is typically the pick.

Why do I pick Hurricane in so many of these scenarios?
1. It comes with a very high amount of damage per slot for how good its tracking is, at 500 * 11 * 10 = 55000 total HE damage. Compare this to Squall's 250 * 100 = 25000 kinetic damage or the Hammer Barrage's 1500 * 20 = 30000 HE. The Cyclone Reaper has 4000 * 20 = 80000 HE, but it needs to sacrifice almost all its other stats to get that. The lower damage per missile would be a problem due to enemy armor, but skills like Target Analysis and Missile Specialization remove this problem almost entirely.
2. Its second stage missile cluster is one of, if not the hardest missile barrage to shoot down in the game. You almost always get some missiles through enemy PD.
3. Because the AI is looking for vulnerable ships, many ships in your fleet simultaneously fire their Hurricanes at the same vulnerable target, leading to a profoundly powerful alpha-strike potential. The AI is just extremely good at using it and the huge range lets your ships help eachother out in a way most other missiles cannot match.
4. When put in player hands, combined with ECCM and manually fired, it can reach upwards of 6000 range if aimed at ships far in the distance. This is the case because the first stage flies far, then the second stage cluster flies even farther.

Below are some videos to demonstrate my claims:
Hurricane range showcase.
Hurricane vs heavy PD.
Standard Hurricane use by the AI against an Eagle. (Note how it fires the Hurricanes at will, while the harpoons only come out by the time the Eagle is dead...)

In conclusion, I find that the Hurricane is a bit too strong in too many areas compared to its brethren. I would suggest reductions in one or more areas to let the others compete. The areas that stand out the most to me are ammo count and second stage missile HP.

8
Video here.

Looks like unique building upkeep isn't being removed when conquering planets.

9
Modding / [0.9.1a] Cleaner Apogee 1.0
« on: September 25, 2019, 05:11:38 PM »

Just some touchups for the Apogee art. Can be added and removed during a playthrough.

Download here.

Before:


After:

10
Video here.
The bug occurs around 1:50.

My Apogees stop firing their plasma cannons when they're 3 vs 1 and the enemy is wounded, surrounded and almost at full flux while they themselves are doing just fine.

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