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Messages - Mondaymonkey

Pages: [1] 2 3 ... 52
1
General Discussion / Re: ETA for next Release?
« on: September 29, 2020, 12:50:50 PM »
It come when it's ready, AKA Soon™ (IE, somewhere between 'later' and 'much later') ©


2
General Discussion / Re: Ship Naming!
« on: September 29, 2020, 12:16:15 PM »
Also, there was Aurora named "Dawson’s Christian". But her beams definitely were not "burned brighter than all beams I'd seen before". Instead, it dies in a very first battle. Unrecoverable.

Probably, I shouldn't fit three phase lances on it. Stupid idea it was.

3
General Discussion / Re: Re: Ship Naming!
« on: September 29, 2020, 11:42:26 AM »
Once I was bored, so renamed recovered Legion XIV as "Skunk Ass".

For reason unknown, it became a hellborn killing machine, that refuse to die even under AI control for many-many years of active service.

Also, there was Paragon named "Complex Compensation"  ;) That thing dies in most of the battles used.

Call me superstitious, but names sometimes affects something.  :D

4
General Discussion / Re: Not finding much in the way of blueprints????
« on: September 28, 2020, 12:33:22 AM »
Also, salvaging lvl 3 skill will help a bit force yo to use a pristine NF as a door stop.

5
General Discussion / Re: Ship Orders
« on: September 28, 2020, 12:24:51 AM »
In my current game I've found 2 derelict Legions.  Could not recover either...  I kind of wonder if there is a fixed number of them in the sector and some of them are recoverable, some not, or if it's a random chance each time.  Maybe I should try save-scumming?  They're basically my favorite ship (apart from Sunder which I typically pilot).

Being able to order XIV Legions would be great.

Do you remember where you find those two? If yes, seek in a same constellation star systems.

6
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« on: September 26, 2020, 11:03:53 PM »
Spoiler
[close]

7
General Discussion / Re: Maneuverability?
« on: September 25, 2020, 09:32:44 AM »
Turn rate acceleration is also important value, should be in mind:

Hammerhead 60
Dominator 12
Conquest 4

8
General Discussion / Re: Maneuverability?
« on: September 25, 2020, 09:30:10 AM »
are no stats in some xml or json files?

Nope! It's .csv, baby! Enjoy! ;D

9
General Discussion / Re: Maneuverability?
« on: September 25, 2020, 09:25:08 AM »
Quote
but where can I see the base stat? Is it something with max speed?

Best way to see that - shipdata.csv.

Quote
there is a skill Evasive Action 1 +50%

Code: Some code pieces from EvasiveAction.java
	public static final float MANEUVERABILITY_BONUS = 50;

public void apply(MutableShipStatsAPI stats, HullSize hullSize, String id, float level) {
stats.getAcceleration().modifyPercent(id, MANEUVERABILITY_BONUS);
stats.getDeceleration().modifyPercent(id, MANEUVERABILITY_BONUS);
stats.getTurnAcceleration().modifyPercent(id, MANEUVERABILITY_BONUS * 2f);
stats.getMaxTurnRate().modifyPercent(id, MANEUVERABILITY_BONUS);
}

Which means, ship will take bonus to acceleration(forward), deceleration(backward), max turn rate and doubled bonus to turn acceleration (values from shipdata.csv).

Quote
and a module Aux Thrusters +50%

Code: Some code from AuxiliaryThrusters.java
	public static final float MANEUVER_BONUS = 50f;

public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
stats.getAcceleration().modifyPercent(id, MANEUVER_BONUS * 2f);
stats.getDeceleration().modifyPercent(id, MANEUVER_BONUS);
stats.getTurnAcceleration().modifyPercent(id, MANEUVER_BONUS * 2f);
stats.getMaxTurnRate().modifyPercent(id, MANEUVER_BONUS);
}

Which mean doubled bonus (+100%, i.e. *2 ) to acceleration and turn acceleration and +50% to deceleration and max turn value.

Quote
shipsystem Maneuvering Jets +?%

Code: From ManeuveringJetsStats.java
			stats.getMaxSpeed().modifyFlat(id, 50f);
stats.getAcceleration().modifyPercent(id, 200f * effectLevel);
stats.getDeceleration().modifyPercent(id, 200f * effectLevel);
stats.getTurnAcceleration().modifyFlat(id, 30f * effectLevel);
stats.getTurnAcceleration().modifyPercent(id, 200f * effectLevel);
stats.getMaxTurnRate().modifyFlat(id, 15f);
stats.getMaxTurnRate().modifyPercent(id, 100f);

Which means flat +50 speed bonus +200%(i.e. *3) bonus to acceleration, deceleration and turn acceleration. Turn acceleration get flat 30 bonus additional. Max turn rate get flat 15 bonus and additional +100% (i.e *2).

Could be wrong. Java ain't my native language.

10
Recover administrators button is greyed out

Sometimes that happens if you have maxed officers in your fleet. Try store one of the officers in academy, recover administrator and then the officer.

11
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« on: September 23, 2020, 09:54:54 AM »
@Retry, could you please run one more simulation? Use any ship available in simulator, using same loadout in your ship and make a mirror-match under AI control. No officers, no skills(start a new game and use CC to get ship&weapons and unlock hullmods to be sure no skills are used), same CR. Purely identical.

To get maximum of impressions, I recommend it be an Onslaught.

Spoiler
You also can add conquest_olympians_boggled to sim_opponents.csv list and run mirror match with that. Did not test, but something tells me result would be the same.
[close]

12
General Discussion / Re: How to counter Carrier spam?
« on: September 22, 2020, 09:16:28 PM »
Aurora being the best at the job: 30FP, 3 Grav Beams, an orgy of tac lasers

I am a big fan of a laser weapons, and use them frequently, even when I logically shouldn't, but THAT Aurora build is a heresy even in my eyes. Dude, it's a 30 DP cruiser, you can squeeze out much more performance from it, than just permanent frontal laser array. Yeah, 360° Hardened shields + mobility + range makes that thing almost immortal indeed, but is it really worth of 30 DP? And how long would it takes to melt Onslaught armor with that? PPT isn't infinite, right? Can it fight Paragon or Radiant? Even simple Monitor would be a problem.

In my experience full-beam Aurora can only be effective to distract large enemy forces without being destroyed. And nothing more.

13
General Discussion / Re: Requesting Planetary Survey Data!
« on: September 22, 2020, 11:29:39 AM »
Offtopic
Thank you. BTW, you can use "Don't use smiles" option in "Additional options" expandable menu.  8) ;D :D :) :P :'(
[close]

14
General Discussion / Re: Requesting Planetary Survey Data!
« on: September 22, 2020, 11:09:10 AM »
Proto-Life: Number (1) of which (organics 1)(irradiated 1)(Toxic atmosphere 1)(hot 1)

Red Barren: Number (1) of which (rare ore 1)(ore 1)(no atmosphere 1)(tectonic activity 1)(hot 1)

What mod is that?

15
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« on: September 22, 2020, 10:00:40 AM »
Spoiler
Regarding to balance of Ody's ride, I can surely say it is not even close to Paragon in it's battle efficiency, please don't compare them. Especially based on a sim-duel, cos' you know, you can beat sim Onslaught with a Lasher, but it does not mean they are in a same line, right?

Is it better to original Conquest? Sure it is. But most of his weaknesses are still there, Conquest has a lot of them. And each potentially as lethal to Olympians Conquest just as to vanilla one, and they dies quite often.

Does it worth some DP boost? Perhaps. But not that 50, rather 42-45 to be fair. Assuming this ride is unique, and you can obtain more than one, not sure if that increase worth of effort in implementing.

To feel the difference, just try to give Olympians hullmod to something like Odyssey. I've tried this once, and that a real beast worth of ~80 DP, that can fight multiple Paragons or Radiants at the same time, and beat them. I believe, it is because it have much less weaknesses, as Conquest have.
Spoiler
[close]

Being honest, Olympians hullmod was created specially to Conquest, as it is one of the few ships, that can wear it without being OP beast.
[close]

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