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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - NasaBrindle

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1
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.2a
« on: July 13, 2024, 01:50:33 PM »
Good morning! Big fan of the mod. I just encountered a "Riptide" which did not have collision? My ships fired at it, but the shots all went through. It didn't seem to be able to fire, as though permanently phased, but without a phase effect. Very strange. We eventually routed the fleet around it, and then killed it in autoresolve.

2
General Discussion / Fun trick for invasions (nexerlin)
« on: October 24, 2023, 11:59:37 AM »
If you do a raid targeting Food, you can cause massive stability damage very easily. (I've seen a -4 penalty for Food Shortage.)

Stability determines ground strength. Thus, a food raid can eliminate hundreds of enemy soldiers from their garrison- they just immediately desert without dessert, as it were.

3
Mods / Re: [0.96a] Tahlan Shipworks
« on: October 16, 2023, 06:11:13 AM »
Thank you! I'll have to incorporate that into my lineup. I'm mostly playing with Star Federation ships, but I think they have some decent burst options.

4
Mods / Re: [0.96a] Tahlan Shipworks
« on: October 15, 2023, 07:12:44 AM »
Any advice for taking on the Legio? They're MEAN.

5
Mods / Re: [0.96a] Terraforming and Station Construction (v8.3.1)
« on: May 26, 2023, 03:54:27 AM »
Thank you for a great mod. For me most mods come and go but this one always stays.

In my current game I have an archipelago planet which visually looks to contain mainly water. But when trying to improve farmland game says that there is not enough water.

"Archipelago" is not one of the vanilla planet types; if a mod has added new planet types, they won't have the right tags/flags.

6
Suggestions / Fleet-Mods (Stances? Doctrines?)
« on: May 22, 2023, 06:22:06 AM »
Concept: Move some Hullmods from individual application to fleetwide. Some hullmods work best if they're applied to every ship, or almost every ship, because they represent a commitment to a particular playstyle, and I think it'd be neat to formalize that by having a slot for a bonus that applies to your entire fleet. A button you can push to easily shift from "We're wandering around looking at planets" to "It is time to invade the Hegemony"

Examples:

Insulated Engines: Either you're on a stealth mission or you're not.
Solar Shielding: I want *all* my ships to survive reckless hyperspace travel
Augmented Drives??: This one is fine as is but would also make sense to choose "fast" in lieu of travelling quietly or safely
Improved Sensors/Survey/Salvage: As above

 



7
Suggestions / More marks/filters for weapons
« on: May 22, 2023, 06:09:17 AM »
Some weapons, especially those dropped by [REDACTED], are Just Better, or at least Special Enough To Be Worth Paying Attention To. It'd be nice to have a way of marking things like the Rift Lance as special beyond reading the flavor text. I tend to just drop all my weapons off at the colony for long periods of time and amass a huge pile.

Similarly, it'd be useful to have some UI around all of the features of weapons which interact with abilities/hullmods. IE: If I'm committing to using Expanded Magazines on a ship, I want to fill it with weapons that have magazines. Beam weapons should be separated out from regular Energy if I want to use Improved Optics/Scattering.

Thank you for reading, and cheers!

8
Mods / Re: [0.96a] Hiver Swarm - V1.08b - 05/12/23
« on: May 22, 2023, 05:37:35 AM »
I'm finding them quite swarmy as is! Between their love of fighters and those really long-lasting missiles, I'm finding PD absolutely essential to keep the skies even marginally clean.
Hello there NasaBrindle thanks for checking in again. I hope your bounty issues were solved with .96a, please let me know if it still occurs. They do have weaknesses but they are not the standard ones you may be used to and that is by design. I posted a nice writeup on tips to fight them on the forum OP that I found on reddit and in essence what you posted is the key. Thank you for the post and I hope you are enjoying the mod.

In my current game I've seen them post "please destroy a pirate base" bounties but no more faction-wide, so it hasn't been an issue, thanks!

Re: Weaknesses: They're also very weak to fast, bursty ships. I've got a phase cruiser covered in burstfire beam weapons that one-shots most Hiver ships, especially the designated "Carrier" ones. Getting in and out without being devoured by the swarm can be an art though.

I do think that their weapons may be overpriced- One of their plasma cannons is worth almost 50k if I remember correctly, which means you don't have to beat too many fleets to have a million in loot.

9
Mods / Re: [0.96a] Hiver Swarm - V1.08b - 05/12/23
« on: May 21, 2023, 04:21:00 AM »
I'm finding them quite swarmy as is! Between their love of fighters and those really long-lasting missiles, I'm finding PD absolutely essential to keep the skies even marginally clean. 

10
Mods / Re: [0.96a] Hiver Swarm - V1.08b - 05/12/23
« on: May 15, 2023, 04:57:24 PM »
I will note, however, that the Hivers' stated goal of hyper-hostility falls apart fairly often- Being hostile to everyone, they tend to post bounties, which then means my war with the Hegemon rapidly gets me into their good graces, at which point they're a normal faction.
Hmm that is odd, I have them flagged to not post bounties in Nex but I guess you are playing with a mod that has separate bounties. I have code implemented that should reset relations to hostile if a faction nears neutral. Could be the reward for those bounties is circumventing that. Are you using a mod that has bounties separate from vanilla and Nex?

It happened in two games, but that was pre .96, and it hasn't recurred since I posted XD. I was using a fair few mods, but nothing that was explicitly about bounties? They were the standard sector-wide bounties you see a lot. I'll get the save-data if it shows up again!

11
Mods / Re: [0.96a] Hiver Swarm - V1.08b - 05/12/23
« on: May 14, 2023, 04:28:42 AM »
Hello and good mod! Your ships are beautiful and I like the design, and I love the idea of a perma-hostile faction. I did a game where tangling with the Hivers cost me a fleet or two! :-)

I will note, however, that the Hivers' stated goal of hyper-hostility falls apart fairly often- Being hostile to everyone, they tend to post bounties, which then means my war with the Hegemon rapidly gets me into their good graces, at which point they're a normal faction.

Similarly, I kept finding bio-weapons all over the place well before I met the hivers, which hurt their mystique a little bit. Is there a way to make it so their weapons only drop from direct confrontations?

12
I picked the right time to try this mod out! Thoughts so far:

-Everything looks beautiful
-Shrinking shields is very cute
-Love the noise the enhanced-launch makes as my whole fleet comes in with a thunderclap.

Overall ships seem balanced without being broken! Excited to try the larger ships out as soon as I get my mitts on a pristine nanoforge...

UPDATE: The "Perseverance" has limited utility as a fleet shield and INCREDIBLE power as a missile shield. Simply fly up to an enemy and unload once they're within the shield- all of their flak is neutralized, allowing the missiles to impact every time. There doesn't seem to be anyone who can argue with this strategy!

13
General Discussion / Mass-Apply changes?
« on: May 01, 2023, 07:31:37 PM »
Hello all! I had a question-

I'd like to put Solar Shielding on my entire fleet when I go on long exploration missions, for obvious reasons- storms, suns, and laser robots are all energy based. When I have 30 ships though, it seems a little tedious to manually edit each one. What's the most efficient way to do this?

Cheers and thanks,
-Sbrindle

14
Suggestions / [Minor QoL] Smart Loot All
« on: December 19, 2022, 08:38:18 AM »
There should be a checkbox so that "Loot All" doesn't automatically loot fuel/crew when you're at capacity. It's very rare that I want to be over capacity on either, and very common that I find myself doing a dozen system bounty fights and having to sort through loot piles that are otherwise insignificant. (Talking about taking out little ludic path patrols and getting 11 iron, a low quality gun, 3 fuel, and 2 crew)

15
Suggestions / Re: Contacts vs Potential Contacts
« on: November 05, 2022, 07:50:57 AM »
Delete those potential contacts in intel no?

Functional, but tedious! Not quite sure what the rate of potential contact generation is... suspect it's about one per quest? So a couple per month on average? Definitely not a chore that enriches the game.

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