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Starsector 0.96a is out! (05/05/23)

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Messages - Marcoda

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Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 06, 2023, 04:52:37 AM »
I'm surprised the small burst pd laser got buffed, I felt it has always been the best small energy pd system and that the PD and the LRPD laser needed a buff more.

2
Mods / Re: [0.95.1a] Adjusted Sector
« on: November 18, 2022, 11:45:23 PM »
I seem to have a constant problem with trying to generate a larger sector in that the stars are always very clustered together no matter what settings I adjust, can anybody help me fix this problem?

3
Mods / Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
« on: October 26, 2022, 09:39:20 PM »
I kinda forgot about the issue so no I didn't, I'll try to update the mod again to get the error log.

4
Mods / Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
« on: September 21, 2022, 11:47:01 PM »
I feel silly for asking this but how do I find my error log? I recently tried to update this mod to 1.97 and when trying to load the game it kept crashing.

5
Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.6.4
« on: September 18, 2022, 12:38:48 AM »
There's something about the lamia/lerna missiles that seem to mess with AI ships. They never seem to raise their shields in time and as a result practically always take the hit to the hull.

6
How exactly do I delete Courier fleet logs? They've accumulated in my log book and it's getting annoying having to look through at least a hundred of them to find what I want to find.

7
Mods / Re: [0.95.1a]Epta Consortium - 1.4.6
« on: July 22, 2022, 10:14:31 PM »
I really don't like the Takeshido stuff in the mod. Is there any way to just have the Epta faction?
Takeshido will stay, but I want to ask, how I could make your experience better with it? Reducing spawn rates or something like that?

It's primarily my play style as to why i don't like the takeshido stuff. They just feel "off" in regards to how I like my mods, in my modded play through the Epta faction fits right in with all my other mods but the system with the takeshido planets just feels weird and also very hard to enter since all the planets are right beside each other, maybe consider spreading the planets out a bit more so that it's easier to get to each one with getting ganged on by dozens of pirate fleets.

In regards to the ships themselves I do feel that the spawnrate could be dropped a little bit, I have seen some pirate fleets with almost nothing but takeshido in them however they don't seem that common. Another thing to note is that the AI seems to struggle with some of the ships, blatantly throwing away their ships right at the start of the battle when they use the intercept burn ability which since some of the ships (I went and checked and the dire rise is the main culprit) have no shields means that they instantly die to a hail of missiles from my ships while also occasionally taking out a ship of mine in doing so, which just isn't that fun to experience. One last ship that I will single out is the 400ish speed phase ship which I find completely unfun to fight against due to it being impossible to kill unless the AI makes a mistake (although it's interdiction ability is kinda a cool thing if it were balanced).

Don't get me wrong, I absolutely love the Epta faction itself. The unique lore plays off well with the Hegemony and Luddic factions and the styling of the ships is absolutely beautiful. The ships and the abilities feel unique while still feeling balanced to the vanilla ships. If I have to tolerate the takeshido stuff to play with the Epta faction I can do that. Keep up the good work!

8
Mods / Re: [0.95.1a]Epta Consortium - 1.4.6
« on: July 19, 2022, 07:07:46 PM »
I really don't like the Takeshido stuff in the mod. Is there any way to just have the Epta faction?

9
Mods / Re: [0.95.1] Yunru Core +
« on: July 18, 2022, 03:58:05 AM »
I'll see what I can do about making the Citadels rarer. Already have an idea for the Chimeras to make them more bearable without taking away their "fast" niche.

Great to hear I look forward to it, and don't get me wrong I still do enjoy your mods when they appear as a balanced part of a fleet. Something just seems off about their spawn chance


10
Mods / Re: [0.95.1] Yunru Core +
« on: July 17, 2022, 07:23:49 PM »
Having played for a further amount of time I can comfortably say that the citadel battleship is completely unfun to play against. While on it's own it feels like a balanced ship the problem is that every pirate fleet will spawn with several of them, effectively making every encounter with them beyond challenging as you are spammed with 4 large ballistic mounts with AAF by multiple citadel's from a long range due their built in hull mods.

Furthermore the chimaera is also incredibly frustrating to engage due to it's high maneuverability and due to how little damage it's shields (0.4 is insane) take unless the AI screws up I find they can engage and pin down multiple ships despite their size. Furthermore they have the same problem as the citadel's in that many of them are in every pirate fleet which makes it practically impossible to defeat any pirate fleet in early/mid game.

I really want to continue using these mods as I love the concepts you have created with these ships but in their current condition I would not recommend downloading them without some hard looks at the spawning math and a balance pass.

11
Mods / Re: [0.95.1] Yunru Core +
« on: July 06, 2022, 12:19:55 AM »
Yunru Worlds is something in Core that's *supposed* to not appear, but I kinda forgot to turn it off before updating.

Is there any way to remove them from my current playthrough or are they permanent?

12
Mods / Re: [0.95.1] Yunru Core +
« on: June 28, 2022, 11:27:41 PM »
Is there any reason why practically every pirate fleet early game has a citadel? It frustrated me to no end as you can't do anything to them until you get your own larger ships.

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