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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - BreenBB

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1
Mods / Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« on: July 28, 2022, 10:48:53 PM »
Well, but just one Bernard is needed and it had like 10k or so fuel capacity in v2.41 with already inbuilt fuel tanks... One slot usage >> 4 slots. Endgame economic aspects are not that important, so...
Prometheus has like what, 3k without additional fuel tanks?

I compared stats, one Bernand with fuel capacity and burn acceleration, is literally almost ~2 Prometheuses and 2 Ox Tugs, but logistically almost twice as unefficient, so its like having 7 or 6 ships instead. Yeah its uses one slot instead of four but still, this is minor thing, especially if you don't run super big fleet or simply adjusted max fleet size from 30 to something bigger, just my suggestion to make this ship viable as option, and same with Phase Freighter (Dalmatian), they was expensive logistically in 091 and in 095 they was even less viable due to buffs for both Atlas and Prometheus. As endgame fuel and cargo solution I usually prefer Dreadnought Freighter and Tanker from Blue mod, they somewhat capable in battle, not horrible logistically and have huge capacity, so if you play with mods, you have alternatives for something which is better that both Atlas or Prometheus.

2
Mods / Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« on: July 26, 2022, 12:54:36 PM »
Regarding balancing, I think capital civilian ships Dalmatian and Bernard should be more efficient, because both Atlas and Prometheus was made more fuel efficient in 095 patch (6 fuel usage instead of 10, so they are use 40% less fuel), I'd suggest to reduce fuel usage by 40% too for these ships in order to reflect these changes, and make these ships viable option. Especially Bernard need this, using four ships, 2 Prometheuses and 2 Ox Tugs will be almost twice as more fuel efficient option.

3
Mods / Re: [0.95.1a][v1.0.3] Realistic Combat
« on: July 09, 2022, 10:36:00 AM »
I know not how to detect rotary autocannons but am surprised to learn that Realistic Combat rules instances of them in mods not to be autocannons because I presume their designers to have given them a Charge Time plus Refire Delay, or Burst Delay if their burst size exceeds 3, less than the cannon refire delay threshold of 0.6.  Would you please give me an example to test?

Hastling Minigun from SWP become slow firing cannon with this mod. ( https://fractalsoftworks.com/forum/index.php?topic=18938.0 )

I think it will be very hard to properly rebalance weapons from other mods this way, I think its good idea maybe leave this one as total conversion (mod which is supposed to run without other Ship and Weapon packs and factions like Archean Order), and make light-weight version of this mod only with new damage model but leave weapon firerate and range unchanged. Another good idea, maybe add .csv file to forcibly change weapon type from regular cannon to autocannon.

Also regarding of mods, some scripted weapons got broken by mod.

I don't know what an X4 mod is.  Please, tell me.

X4 Foundations, 3d space simulator game. It had simmilar mod with "realistic" flight, and it was very hard to hit someone with it.

Quote
Oh boy.  Is the Targeting Pip mod at least showing the right place to aim?

No, Pip shows same wrong position where AI trying to fire.

4
Mods / Re: [0.95.1a][v1.0.2] Realistic Combat
« on: July 08, 2022, 11:25:05 PM »
Speaking of weapons, some of mod ones seems not affected, like Jackall Slicers from DME, they are Composite slot Ballistic weapons, most of Composite or Hybrid weapons often have in description things like "count as Ballistic or Energy or Missile weapon for stat modifiers" I think you can use it to detect to which weapon type Hybrid or Composite weapon belongs. Also interesting how mod chooses which weapon is autocannon and which not, most of mod minigun type weapons are now slow firing weapons.

Also missiles now are better, but too much maybe, Reapers accelerate almost immediately so you have no way to dodge them, missiles have super speed now, which makes them both hard to avoid and side-mounted missiles on your own ship sometimes can't hit target which is in front of ship due to overly high velocity. Also about config option, maybe add one which affect lifetime of missiles? For example if I want leave same acceleration of missiles but want to be sure what they will fly further.

And another issue, autofiring weapons seems like they took wrong target leading, when ship moves sideways due to innertia. Its seems like problem with all "realistic" space speed mods, got one X4 mod, and there also auto firing weapons took wrong target lead because leading do not count inertia and sideway moving at all and its simply fires into wrong direction, I have Targeting Pip mod, its clearly seen what its in wrong direction.

Also how refireDelays section config works? What do I need to select if I want to try leave vanilla firerates for example.

5
Modding / Re: [0.95.1a-RC6] Trophy s-mods [0.7.1]
« on: June 20, 2022, 03:47:00 AM »
Hello, interesting how your mod chooses hullmods to build in? Its causes incompatibility with one my own minimod which people tested, its have one hullmod, which should not be built in at all and be player-only, its have no_built_in tag, and your mod seems to cause crashes when its adds my hullmod to NPC fleets.

6
Thats bad, I hope new versions of SS will allow to edit UI stuff too.

7
Speaking of editing skills, interesting, its possible to level up skill more than just to Elite version or this code is in obfuscated part of code and can't be edited? Or say differently, it is possible to port skill system from pre-095 version of the game? 091 one with three levels of each skill or 060 one with 10 levels of skill.

8
Modding / Re: [0.95.1a] S/WP Submod: OOPS! ALL VARIANTS (1.1.0)
« on: February 23, 2022, 07:37:23 AM »
Its cool to see what someone liked my sprites, speaking of implementation ideas, you can consider changes I made in personal edit, but I released them as sprites since I didn't made them as separate mod, I replaced built in Hammer Barrage on Luddic XIV Liberator with Composite slot, and swapped on XIV Vindicators Dedicated Targeting Core with ITU, it can be done via skin files.

9
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5k
« on: February 16, 2022, 03:52:17 AM »
Speaking of IEDs, they are non threatening to shielded ships at all, how about add them shield disruption when ship caught in explosion depending on IED size? Like Harbinger subsystem does? Its looks silly, when you take bounty to kill a pather, and he rams into your ship and destroy himself without inflicting any kind damage, and they often blow up their allies more than player ships.

10
Mods / Re: [0.95.1a] AdvancedGunneryControl 0.13.0
« on: February 05, 2022, 06:04:43 AM »
Intersting, its possible to add option to override ships aggressiveness for ships with AI cores? This will useful for using SWP Remnant Carrier things and Blade Breaker recoverable ships, since that "Fearless" makes them not retreat at all when they have maxed hard flux, I'd liked to have option to change their personality to aggressive or steady instead. That guy who updated automated commands refused to make Personality Override hullmods affect AI cores which counts as officers but you can't change their personality.

11
I really like how Sierra quest in general much more improved than in Arsenal Expansion from 091, the ships itself more useful, and they are less guarded too, which makes them viable, because in 091 it was guarded as I recall with fleet consisting of several Radiants and such, and at stage when you can beat all of that you simply don't need some unique cruiser considering what it was considerably much weaker than the new one.

Also only thing, that reinforcement ability seems remains not reliable though, they seems not always enter the battle, I didn't used it much, but when I used they never entered the battle, I'm not sure why, maybe they need more radius when they can join battle, or they simply not enter on player-initiated combat, last one I was playing on Mayasura start, and Hegemony send invasion team, I attacked them but there was no reinforcement from that drone fleet.

12
Mods / Re: [0.95.1a] Nexerelin v0.10.4b "Dissonance" (hotfix 2022-01-30)
« on: January 30, 2022, 04:39:32 AM »
Speaking of Player Special Task Group fleets, interesting its possible to make Fleet Skill selection menu scalable? With my Skill Edit mod which have extra skills you can't select skills which at bottom of UI.

Also its seems get almost destroyed pretty quick, by small remnant fleet with one capital ship, but this fleet should destroy it without much effort since of having S-Mods and so on, I guess its problem because these battles auto calculated, and if I recall only fleet points matter much in battles where player doesn't take action, maybe its good idea make fleet points multiply when ships have SMods and installed dangerous weaponry?

Also another idea for cool option, when Player Strike Fleet gets into battle, instead of auto-resolve make game enter into combat mode, where you control you strike group.

13
Suggestions / Re: Nerf Quantum Disruptor
« on: January 24, 2022, 10:57:21 PM »
Phase ships already nerfed, with that slowdown, and that what they now require alot of skills to be at least usable, why nerf them more?

And to be honest phase ships should be "unfair", compared to shielded ships they cant avoid damage and attack at same time, and compared to shields their defense builds passive hard-flux, and with that speed nerf, they lost their main advantage, the speed.

14
Modding / Re: Will pay for a new hullmod
« on: January 24, 2022, 08:02:08 AM »
Well, its sounds easy. You can write a PM.

15
Quite cool Cabal-like enemy faction, which like Cabals try to rob you, and if you refuse they attack, funny enough this makes them and Cabal look more like pirate faction more than pirates itself, which if amusing considering their "police" appearance, and quite interesting visual style, good as any King Alfonzo mod.

Although they have one annoying thing, they can just annihilate your reputation with Independents if they decided to rob you near independent planet or fleet, since they are friends with Indies, they aid them in battle against you, and game counts that like you just attacked Independents, its not that bad when you have transponder off, you get -5 rep with indies, but if you was unlucky to have turned on transponder, Indies become immediately hostile, rep goes straight to -50 hostile. Which is strange, because you got ruined relationship with Independents for just defending yourself from piracy action.

As for suggestion to fix this, I think is good fix for this is just make Independents not join GMDA fleets against player.

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