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Starsector 0.98a is out! (03/27/25)

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Messages - Oxer555

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Announcements / Re: Starsector 0.98a (Released) Patch Notes
« on: April 02, 2025, 04:13:51 PM »
Man could have atleast made Oldslaught 40DP now thats its worse than a normal Onslaught.

2
Mods / Re: [0.97a] Substance.Abuse 1.1.b - Consumable Alcohol
« on: March 24, 2024, 12:14:26 PM »
Is Brewery being industrial instead of rular intentional? Im asking because I was trying to build brewery on luddic majority world and brewery negated the efects of it the same way refinery, heavy industry would do which I found rather odd.

3
Mod looks great love how the ships look and work! Do you plan on making orks lore more intergrated to starsector lore? (for example making them a failed bioweapon made by domain before collapse or a xenolife found on a planet orguk). I have one issue with orks rarely raiding anybody, I think i saw them raid only one system in 2 cycles in my playthrough while everybody else keeps raiding and invading them. I think it would be better for them to raid and invade as frequently as for example legio infernalis from tahlan but unlike them they have junk fleets that would rarely succesfully raid or invade but still it would make them look like a threat and make orks more present in a sector.

4
I dont know if it is a bug but wingcome suite doesnt work on modules of ships like cathedral from swp and gown from scalartech. Only the wings on the main part of those ships get the bonus

5
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: May 02, 2022, 03:10:19 PM »
I dont know if it was already said but I think it would be a good idea for lion guard ships to have a better version of solar shielding since they were made with that hullmod in mind unlike the rest of midline and other ships where that hullmod is an afterthought and andrada would want lions guard to have the best version of it, for example giving it 25% or 30% energy damage reduction instead of 20%. Not only would that small change keep those ships in lion guards fleet still a worse versions of original ships because of special modifications d-mod but it would somewhat award a player for taking an effort of capturing the ship and fixing the dmod.

6
Mods / Re: [0.95a] BigBeans Ship Compilation + Optional Submod
« on: November 10, 2021, 03:26:52 AM »
I have been playing with the submod and I really like how the ships look and play especially the venator but I have a problem with the tector. When it fights another capital ship it needs to get really close to it beacuse ballistic slots are in the middle of the ship and unless I equip gauss cannons the enemy capital will just back out and poke it from the distance and then the enemy will overwhelm it which is pretty bad for a ship with 70 deployment cost so I think it is better for it to have advanced targeting core build in in exchange for less OP(from 400 to maybe 380 or 370) and lower its speed to 20.

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Mods / Re: [0.95a] BigBeans Ship Compilation + Optional Submod
« on: October 17, 2021, 04:37:26 AM »
Ok I fixed it by adding into a world folder a factions folder and puting every .faction and .json file into it.

8
Mods / Re: [0.95a] BigBeans Ship Compilation + Optional Submod
« on: October 15, 2021, 11:47:03 AM »
I have a problem with the BSC submod. I was trying to make tector battleship from blueprint production and it kept taking credits for it but the ship wasnt delivered to my station and it stayed in the construction list same thing happens when i try to make venator.

9
Modding / Re: [0.9.1a] Star Wars 2020 v0.5.0
« on: February 08, 2021, 07:07:52 AM »
Great mod but I noticed some balancing issues I would like to talk about .

First with imperial bulk carriers compared to other carrier condor which has only 2 fighter bays and costs 10 points to deploy a bulk carrier has 5 fighter bays with only 15 points necessary for deployment.I think the number of fighter bays should be limited to four to keep it balanced.

The same thing can be said wnen comparing heron which has 3 fighter bays and a targeting feed ability to ton falk class escort carrier which has 4 fighter bays with the same ability and costs only 20 points to deploy making it a better heron.

Also when it comes to ships that are not dedicated carriers the amount of fighter bays should be limited to only 2 so the amount of fighters is not that overwhelming when you decide to play as other faction than empire or rebublic. 

Second victory class star destroyer(with only dedicated targeting core as an additional hullmod) is capable of destroying 1v1 any battleship and battlecruiser (with dedicated targeting core hullmod) that has 40 deployement points from the base game without losing health or even flux and it only has 25 deployment cost which is comparable to dominator which victory melts in less than a minute without additional hullmods and fighters.

To see why this happens I created 5 test paragons each one with diffrent weapons(they had the same amount of capacitors and vents and all of them had advanced turret gyros) and put them against a standard onslaught battleship(the battles were happening in 2x speed up).

First paragon had only weapons from the base game on 2 front large energy slots i put 2 autopulse lasers in the other 2 large energy slots i put 2 tachyon lances, the medium slots were filled with pulse lasers and the 2 universal slots with heavy needlers, all small slots were filled with pd lasers for missle protection(overall i had 64 points to spend left).
This paragon was able to destroy an onslaught in 41 seconds but the flux was always above 50% and it lost a bit of health.

Second paragon also had only weapons from base game but the large and medium slots were filled with pulse lasers(the only energy weapon for medium slots that was similar to turbolasers from the modpack) and small slots with pd lasers(overall i had 124 points to spend left). This one was not able to kill an onslaught.

The third had normal double turbolaser on all large and medium slots and all small one filled with laser cannons(overall i had 115 points to spend left). It killed an onslaught in 3 minutes and 11 seconds but the flux never reached 25%

The fourth one was similar but had quad turbolasers instead (overall i had 115 points to spend left). It killed an onslaught in 1 minute and 41 sec but the flux never reached 25%.

The last one had heavy tri turbo lasers(overall i had 65 points to spend left almost the same amount as the first paragon). It killed an onslaught in only 26 seconds and the flux never reached 25%.

What that comparison shows is that all medium energy weapons from the modpack use way too little flux while having way too much range(heavy tri turbolaser deals 300 dmg/s uses only 75 flux/s while having 1100 range meanwhile pulse laser deals 300 dmg/s uses 330 flux/s and has only 600 range while it costs only 5 less points to use then heavy tri turbolaser)

Overall all turbolasers really need to have a bit less range(for example reducing all turbolasers range by 100) and use more flux when fired for example heavy tri turbolasers should need to use similar amount of flux as pulse laser or even more while still having the similar range(example 330flux/s up to even 400flux/s while having 1000 range).

There is also an issue with the shields being hard to breakthrough by other ships from the base game but maybe if turbolasers start to use more flux the problem may dissapear.

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