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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Brainbread

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1
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 16, 2023, 06:05:34 PM »
Just a bug that caused me a couple of issues

During the Scan the Gates quest, I went to Magec and spaced the Tri-tachyon fleet that was interfering. A few of their ships got away and I let them go, but I was still being told that they were interfering with the gate. I left the system, came back. Same issue.

Later on in the campaign, after the Kanta quest line, I attempted to flee through said gate and was once again given the error that it was being interfered with. So I guess that quest flag never cleared despite being past that quest stage.

2
Modding / Re: Volturnian Lobster Not Being Exported
« on: May 09, 2021, 06:05:06 PM »
Yes, but it does not export and only goes into your planet Storage. Stacks up to like 2500? Not a super profitable item to take and sell though when you factor logistics in.

3
Modding / Re: Volturnian Lobster Not Being Exported
« on: May 08, 2021, 07:14:35 AM »
Alas! My dreams are dashed.

I was digging through the files to see if I could sneakily force size 7 and up planets to DEMAND LOBSTER but thats beyond me.

Thanks!

4
Modding / Volturnian Lobster Not Being Exported
« on: May 08, 2021, 12:27:32 AM »
I was digging through the search function to see if this had already been addressed, but.

As a player colony, Volturnian Lobster is not being exported in any capacity. Its being produced, as its ending up in my planets Storage, but the colony doesn't export it, nor does it show up in the Production side on the colony. It does show up when you mouse over top of farming, but thats about it.

Is this intended, a bug, and is there a quick way to fix it so I can actually salvage the dream of my lobster mafia-ing after having to demolish everyone in Askonia to actually get to this point?

5
Modding / Re: Ship Explosions and Ill-Advised Modifications
« on: February 19, 2019, 09:55:16 PM »
Thank you so much.

You've made me the happiest girl.

My Lashers and Hounds feel like they're packed with explosives, my first wave of Luddic Patch frigates do more than just get ripped to shreds, they blow holes in the side of capitals and clear overload shields.

This must be the true Glory of Ludd.

And if you're wondering, I set it to 10x Radius and 5x Damage. It could probably be tuned, but this is the glory I was hoping for. Now I just need to figure out how to make them have a bigger visual and its all of my dreams come true.

6
Modding / Ship Explosions and Ill-Advised Modifications
« on: February 19, 2019, 08:52:38 PM »
Just something I am trying to figure out.

Is there a way to upscale the size of ships explosions? I've been playing a lot of Luddic Path ships, and wanted to do two things. The first was to somehow attach an increased ship explosion size to Ill-Advised Modifications, for my own sake. So that when they exploded, they'd explode as a larger ship category (or just bigger), and the second was a way to be able to attach this modification onto any ship.

But I don't really know how to mod at all, and just want some help at least figuring this out for my own game! Even if its just modifying the Core each patch with it.

Thanks in advance.

7
Its frustrating having positive rep with the Luddic Path and still being terrorized by them.

8
Suggestions / Re: Fighter Balance
« on: April 25, 2017, 03:39:22 PM »
To be clear, I used an Astral with no guns to simply see how well fighters did in their own.

Mostly what I got out of it was that Broadswords didn't do nearly enough to help bombers in this case  (yes I'm aware it's an Eagle) and that they really didn't have much of a purpose. Distract PD sure but any fighter could do that, and Claws do a better job of locking down the target.

And bombers are much more effective at blowing things up if you're helping them.

I just wanted to see how useful fighters were *on their own* because quite often, I'm not piloting my carriers. I am not directing bombers on their runs.

And I learned that Wasps, Broadswords, Gladii, and mining Drones aren't worth equipping or their OP. And Talons are ridiculously good for being free.

9
Suggestions / Fighter Balance
« on: April 25, 2017, 09:18:02 AM »
So, disclaimer. This is totally not scientific but I wanted to see how well fighters stacked up against each other for killing a target. I picked an Eagle out of the Simulations and ran 6 wings of fighters against it out of an Astral. I used both fighter hullmods and no guns. I turned on my shields and sat there until the target died and counted the engagement time based on my remaining Peak Performance. Just imagine I said "or so" after each number. I only tested these twice (sometimes more) to make sure I wasn't crazy. These are my results.

Talons 6 - 48 seconds
Broadswords 6 - 162 seconds
Warthogs 6 - 44 seconds
Gladius 6 - 102 seconds
Wasps 6 - failed to kill target
Lux 6 - 38 seconds
Spark Interceptors 6 - 31 seconds
Claw Fighters 6 -165 seconds (but it never got a shot off or moved so that was fun)
Borer Drones 6 - failed to kill target
Mining Aux 6 - failed to kill target

Next up I tried some mixed wings to see since people were saying, "oh yeah Broadswords have kinetic so they help overload ships".

Talon 6 - 46s
Talon 5 Broadsword 1 - 56s
Talon 4 Broadsword 2 - 57s
Talon 3 Broadsword 3 - 75s

Warthogs 6 - 45s
Warthogs 5 Broadsword 1 - 41s
Warthogs 4 Broadsword 2 - 44s

Warthogs 5 Talon 1 - 48s
Warthogs 4 Talon 2 - 53s

Warthogs 2 Broadswords 2 Talons 2 - 57s


Broadswords seem to help marginally with Warthogs but honestly, I just think they're garbage pants. The Warthogs generate enough Flux with their guns and the PD firing back that they'll do fine on their own. Talons just crush because have a lot of shots going out and the Swarmers will wreck the back end of a ship enough for Vulcans to shine.

Broadsword 4 Trident 2 - I *** gave up after the Tridents got blown up for the second time on the second run. Was like 118s the first time.
Broadsword 4 Dagger 2 - jesus stop *** dying you ***. 2 minutes and it's still there.
Broadsword 4 Flash Bomber 2 - do these things know how to aim their bombs no.
Broadsword 4 Khopesh 2 - kill me now
Broadsword 4 Longbow 2 - finally they can hit their target. But they don't do any damage with their bombs so why bother. I gave up after 120s.
Broadsword 4 Piranha 2 - I envy the dead

TL;DR Broadswords are hot pants garbage, and most of the bombers can't hit the broad side of anything (they like to fire from really, really, really far away - which isn't so bad with the Trident/Dagger but you'd better hope they are overloaded or you get to see them spend the next 5 minutes flying back to the carrier to reload). Talons, Warthogs, and [REDACTED] fighters are the only things worth using out there, and if you wanna make your combat Carriers really shine, Talons are the way to go. Not only are they crazy good but they're free so you can load guns into every spare slot on your ship.

I'd really like to see the Broadswords get a Swarmer back, or possibly get Dual MG's to make them a bit better. Or make the Talons actually cost OP since they're currently insanely good in the current state. Gladius could use some tuning make it more competitive for its cost. Warthogs and [REDACTED] fighters are really good for their cost and honestly could be tuned higher. Bombers make my pray for death and other than making them smarter about firing missiles into shields for their base AI (or actually aiming before dropping dumbfire bombs) I can't say much for what else would help.

And Wasps definitely need help since holy crap they are made of space paper.

10
Blog Posts / Re: Sensors
« on: April 14, 2015, 09:19:02 AM »
This looks like another amazing update Alex. I'm looking forward to it!

I would second the idea of distress calls though - at least something you can press while drifting in the middle of the Starmap with no fuel to call friends/family/foes over to help (based on your transponder status, of course). You know, something to get friends attention instead of the inevitable pirate deathball that always finds me.

11
Mods / Re: :: The Lotus Conglomerate v1.10 :: Intrepid to the grave!!...T_T
« on: September 30, 2014, 10:25:04 AM »
Lotus Conglomerate 2.1.1
Lotus Conglomerate 2.1

2.1: Fixed fighters so they actually have replacement chassis, fiddled with ship mods and stats, and added a few new variants to the fleets to fill in different roles.

2.1.1: Pulled Missile Reloader off all ships. Was way, way, way too unbalanced with the number of missile slots in the fleet.

12
So, this might be silly, but I've been updating the Lotus Conglomerate mod, and I'm trying to figure out how to increase the number of replacement chassis fighters have. As it stands, the fighters are capping out at having replacements equal to the number of ships in the wing. Which, as you can guess, its incredibly ineffective. I did a search on the forum, and I haven't seen anything in particular for this, so any help would be nice!

E: 1 minute later, found out that the ships didn't have a CR to deploy value.

13
Mods / Re: :: The Lotus Conglomerate v1.10 :: Intrepid to the grave!!...T_T
« on: September 19, 2014, 01:26:39 PM »
Thanks Dante80!

Anyways. I've updated the ships with systems, as well as the features required to let them actually function outside of the system. Apparently not having Max Burn makes it hard to fly in space! I've put their cargo capacity in line with other factions, reduced hull and armour for the sake of them being really tanky for their speed, and reduced some of the ship costs since their intro frigates were prohibitively expensive.

I also fixed the extra crew amount in the fleets, since it was updated a while ago to stop having fleets be unable to pilot their ships due to a minor loss in crew.

Dante80: If there is anything you want changed (since afterall, it is your baby) or something you don't like that I've done, feel free to tell me and I'll change it, or if you want to update it yourself that'd be awesome <3

Lotus Conglomerate 2.0

14
Mods / Re: :: The Lotus Conglomerate v1.10 :: Intrepid to the grave!!...T_T
« on: September 18, 2014, 05:59:41 PM »
He hasn't visited the forums in nearly a year.  I doubt you'll get a response anytime soon.

I hadn't logged in for about as much! I was mostly lurking. I'll see in a week or so if I get a response. I do bloody love the faction, so that'd be nice.

I just have to work on re-balancing since, well, they've been gone for a while. Things have changed!

15
Mods / Re: :: The Lotus Conglomerate v1.10 :: Intrepid to the grave!!...T_T
« on: September 18, 2014, 05:52:57 PM »
Necro'ing the thread. I've updated the mod, so it works again! I'm just waiting to hear from Dante80 if it'll be ok to publish it.

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