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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 - persocom01

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1
this is a review of all non depreciated fighter LPCs from Yuri Expedition, in the order of most expensive to cheapest
 
In general Yuri fighters have high speed and damage output, but poor survivability, with barely more HP+armor than a Talon.

Valkyrie: The only fighter of this series worth using is Valkyrie FA. The other two are significantly inferior. Compared to vanilla fighters, the Valkyrie has outstanding firepower. However, because of it's high OP cost, poor HP and high replacement time, it isn't for everyone. It has higher engagement range than most fighters at 6000. Combined with its high speed, this might seem good, but it also means it is impossible to provide cheap fighter screens to distract enemies while this fighter does the dps.

Fleeting Breeze: There are 4 options, with the highest damage model being the carpet bomber. However, I do not recommend any of them. Being fragile is normal for Yuri fighters, but the Fleeting Breeze models are also slow and have a much larger hitbox. Combined with there being no Yuri fighter being good at serving as distractions at 6000 range, these are Talon tier flying coffins with a high chance of getting shot down before being able to release their payload.

Withering Gust: Same as Fleeting Breeze, but worse.

1 2 3 div: These are Yuri infantry, and are exceptionally fragile, slow and have only 1000 engagement range. They also require you to waste OP on a hullmod to field them. Just stay away from them. There are Yuri ships that come with the required hullmod, if you absolutely want to try them. There is little special about them besides their boarding mechanic, and for this purpose, 1 div is the best choice. If you want to use them outside of boarding, the 2 div sniper team is the most viable as their poor engagement range, speed and HP are less of an issue when they just hang around your ship providing support fire.

Yellow Skirt / Red Skirt: Good dps and speed, with Red Skirt particularly of note with 360 top speed. However, their OP costs are prohibitive for their fragility.

Fairy Wing: Of all Yuri fighters, the Fairy Strike Drone is the only one I will recommend using. No crew, low replacement time, and high dps. You can field 5 of these for the cost of 1 Valkyrie, and you'll out dps the Valkyrie by far.

2
this is a review of all missile weapons from Yuri Expedition, in the order of most expensive to cheapest

Last Smile: Although called a doomsday weapon, it isn't actually that powerful. Its specialty is a strong suction effect, that can even throw capital ships out of formation and cause its secondary explosion to hit past shields. There is some danger to the firing ship as this effect can cause ships or debris to come hurtling at the firing ship, so for safety reasons it is best not to fire it in a straight line. Poor ammo make this weapon less cost effective than alternatives.

Aurora Crown Cruise Missile: Overpowered if spammed. Yuri's premier long range cruise missile, the range, speed and guidance of this missile are outstanding compared to anything in vanilla. While the medium mount suffers from ammo issues (15 missiles), this is not the case for the large mount (60 missiles). The flares the missile deploys prior to impact also make it more difficult to counter with point defense.

Starlet Tactical Ballistic Missile: Overpowered. What if a Cyclone Reaper had 4000 range, was guided, and could fire over allies? The missile itself has good HP, and the speed and guidance make shooting down this missile impossible for most point defense grids. The only downside is the lower than reaper ammo count, but it still has plenty of shots over the Dragonfire.

Ticklish Anti-Radiation Missile: This is a missile specialized in disabling enemy ships with emp. The main problems are, it does not fire far enough to provide cover for Yuri's fighters, it runs out of ammo quickly (even with Yuri ammo regen), and for distraction purposes, Yuri's saturation missiles do about as well, while dealing damage.

Sprinter Missile Array: Overpowered. This is basically a large Sparkler mount. However, the missiles have more than double the damage each, making them more than a mere annoyance. You can treat it as superior to Locust in every practical way.

Onsoku Gunpod Catapult (L/M): Useless. Functions much like a weak ballistic version of the Dragonfire, it launches 10 attacks of 200 HE damage each per missile instead of single powerful attack. Like the Dragonfire, this weapons as the ability to fire at enemies some distance away. However, because Yuri is easily able to saturate the battlefield with small rockets, this advantage is practically worthless. Use Sprinter instead. Unlike the large version, the medium version does not automatically regenerate ammo on Yuri ships.

Cold Spring MLRS: This weapon is practically Yuri only, as it will run out of ammo quickly without ammo regen. On a Yuri ship, it is a source of unlimited 3000 range rockets that shoot over allies and can be used to saturate the battlefield. If undecided as to which medium missile weapon to use on a slot that faces the enemy, you can hardly go wrong with this weapon.

Hailstorm A B C D: A is Cold Spring, but large, and runs out of ammo just as quickly on non Yuri ships. Compared to Aurora Crown and the Starlet Tactical Ballistic Missile, the usefulness of the other weapons are questionable, as their damage is on distraction level.

Cherry Harvest (M/S): While these anti missile missiles are decent at what they do, in most cases, the Popping Cherry is better because it has more than twice the range.

Sticker HV Missile (M/S): Bugged with ECCM. A faster but shorter ranged version of Squall, the small version of this anti-shield missile is possibly the best spammable small missile in the entire Yuri arsenal. Its speed allows it to evade point defenses, and does not need to be fired in the direction of the enemy, which is important, as many Yuri missile mounts tends to be angled to the side. Currently the medium version deals 25 less damage than the small version, which is an oversight. This missile also tends to bugs out when used with ECCM, with missiles failing to go into dumbfire mode.

Spica / Rintel Rocket (M/S): Runs out of ammo quickly without Yuri ammo regen, to the point they can be considered useless on non Yuri ships. Both the Spica and Rintel do about the same thing; fire a burst of rockets at an enemy, with Rintel having a smaller spread. Due to the number of rockets fired, it difficult for most point defense grids to shoot them all down.

Scissors High Maneuver Rockets: These are dumb fire rockets with a zigzag flight pattern. The flight pattern causes it to miss rather often, but the real strengths of this weapon are its consistent firing rate, ability to fire over allies, and longer than normal range. Best used with the Yuri Extension Pods hullmod. Never runs out of ammo.

Konpeito Gunpod (M/S): Useless. Compared to the Onsoku, this weapon has more potential raw damage, and pressures shields better. It also costs less OP than most missiles and regenerates ammo on Yuri ships. It does less damage than listed due to the habit of the gunpods of moving out of range while firing.

Sparkler Missile (M/S): Yuri's main saturation missile. These keep point defenses preoccupied, but are unlikely to kill anything on their own due to their low damage. Although they are good, the best way to use them is through the Yuri Extension Pods hullmod instead of the weapons themselves.

Feather Light G-RKT: Runs out of ammo quickly without Yuri ammo regen, to the point they can be considered useless on non Yuri ships. this missile is possibly the second best spammable small missile in the Yuri arsenal. What makes this missile so good is that it comes with a one time course correction, making it viable on non forward facing slots. As it flies some distance before the course correction kicks in, it is sometimes able to sneak past the shields of ships with poor shield arcs by attacking from the side. The main drawback is slightly lower than normal range.

Glimmering Petal Torpedo: Useless. The torpedoes fire in a spread pattern, and are able to fly over allies. The spread pattern means only 1/5 torpedoes are fired towards the target at maximum range. Of its base ammo count of 25, this translates to only 5x800 = 4000 damage. They do not regenerate ammo on Yuri ships. Use the Cold Spring instead, or if you really like the Glimmering Petal, use the Fleeting Breeze bomber with the Glimmering Petal torpedoes, as it never runs out of ammo and even fires it twice per reload.

Steel Grape: An anti fighter missile that is out of place in the Yuri arsenal because Yuri saturates the battlefield with so many rockets it is difficult for fighters to survive in the first place.

Shooting Star Rocket: A long range high speed, high damage kinetic rocket that fires over allies. Useful, if you can live with its low ammo count.

Whistle Rocket (L/M/S): Overpowered, but do not use large. Inspired by fireworks, I am unsure how exactly these work, but they fire often and deal a ridiculous amount of emp, often going round shields. They are so good you only need a few of the small ones to deal reliable amounts of emp to enemies without 360 shields. Large is especially unnecessary because it requires a missile mount that roughly faces the enemy, which is too valuable to waste on a missile that does close to no damage.

Popping Cherry: Cherry Harvest, but better in most cases.

Rosethorn: A consistent firing 250 HE missile launcher. While it has an anti-fighter role, it hits harder than most Yuri small missiles and can deal decent damage to enemies provided it can get through point defense.

3
this is a review of all non missile weapons from Yuri Expedition, in the order of most expensive to cheapest

Spica Gun-Missile System (M/S): The small version of this weapon is more useful than the medium version, due to it having slightly longer range than vanilla options, as well as strangely, higher burst dps than the medium version. The bonus missiles cannot be counted on to bypass point defenses alone.

Ichirin Gun-Missile System: Useless, as the Cloudmaker as can be used as a shield pressure weapon in addition to having longer range.

Vapor Mist Gun-Missile System: This weapon has wide application. It can pressure shield, the rockets deal decent damage to armor, and the area effect serves as point defense. The main drawbacks are high flux consumption, and the general tendency for the AI to not fire this weapon out of friendly fire concerns.

Enma / Onsoku / Momo Cannons (L/M/S): Large is useless. These guns are described as dealing more damage the closer the target is, and have terrible base stats on paper. In practice, distance factors relatively little into how much damage they deal, and they do about 3x the listed damage at any range, making them flux efficient. Large is useless because it has a higher OP cost and significantly less dps than vanilla options. Medium is somewhat comparable to a Heavy Needler, and small is somewhere in between a Railgun and a Light Autocannon. They have better damage per shot than vanilla options.

Raiko Rocket Assisted Artillery: This weapon fires guided shells over allies at longer than vanilla large ballistic weapon ranges. The drawbacks of this weapon are poor projectile speed and terrible flux efficiency. While not useless, it contributes little to the battlefield in most cases.

Harisen Spread Beam: Overpowered. What if you could fire a Tachyon Lance almost twice as often and at less than 50% the flux cost? Although the Harisen is not exactly that, as it fires 4 sweeping beams, the raw damage output at close range overcomes all these disadvantages to make it probably the most broken energy weapon in the whole Yuri arsenal. If there is any drawback to this weapon, it is the high chance of friendly fire when used at long range.

Ambrosia / Crocus / Narcisse Chainbolter (L/M/S): Useless. The chainbolter series are high dps HE weapons with good flux efficiency, poor range, and poor damage per hit. Their damage per hit is only about half that of a Light Assault Gun, so even if you manage to work with their poor range, their effective damage would feel like a tickle to most capital ships. They also have the unusual property of reloading much faster than they can be fired, despite being magazine weapons. Perhaps their dps was meant to be higher, but an oversight in their firing rate makes this impossible to achieve. The large version is especially pitiful with about the same dps as the medium version while costing twice the OP.

Raijin / Majin Mortar (L/M): Practically a Hellbore that can fire over allies. The large version has great range, damage per hit 2x the Hellbore, and a flux efficiency that doesn't break the bank. The drawback of this weapon is poor projectile velocity, so when used as an artillery weapon, the results tend to be poor without projectile speed boosts or a large target. However, the medium one fares a lot worse, as its flux efficiency of 2 makes it generally impractical over the vanilla Heavy Mauler.

Fireweed Chainmine (M/S): Likely modeled after firecrackers, these short range weapons leave trails that explode in their wake, dealing HE damage in a wide area. As area damage weapons, these are exceptional. As focused anti ship weapons, these are impractical for most part as their range cannot be modified, and they do not fire in a straight line. This leaves the best users of this weapon as either small, fast ships or phase capable ships. Fun weapon nonetheless.

Cloudmaker Danmaku Cannon: This weapon serves as both a shield pressure and point defense weapon. It has high flux efficiency making it easy on flux grids.

Rocket Punch: This weapons has some amazing stats on paper, with 3000 per shot damage and 0.67 flux efficiency. However, it is very much a situational weapon. Firstly, it has dps comparable to a medium weapon. Secondly, it knocks targets that it hits away from you. On smaller targets, what tends to happen is its single hit overloads shields and knocks them out of your reach so they can recover in safety.

Pixie Drone Launcher: Useless. Pixie drones have a replacement time of 3 seconds, and cost a maximum of 5 OP to equip as a hullmod. Using them as a weapon lets you field more pixie drones with replacement times of 60 seconds each at the cost of 5 OP per wing. I cannot think of a situation where this will be useful.

Mystic Flechette (L/M/S): These guns are described as dealing more damage the closer the target is, and have terrible base stats on paper. In practice, distance factors relatively little into how much damage they deal, and they do about 2x the listed damage at any range. For being point defense weapons, small has significantly longer range than vanilla alternatives, which is important, because Yuri has no shield, and dying by enemy ship explosions is an ever present occupational hazard. The stats on the large version is misleading, because it does not actually consume as much flux as listed or fire as fast as listed, and performance wise is is approximately equal to a better Storm Needler. Accelerated Ammo Feeder also does not appear to speed up the large version.

Lightshow Laser (M/S): You can treat these as 50 energy damage missiles that cannot be shot down by point defense, and while good, their poor flux efficiency makes them situational. Their main purpose is to allow non front facing energy mounts to fire at forward enemies. They keep the threat of damage on enemies but deal too little to reliably kill.

Sprinkler Danmaku Cannon: This is Yuri's version of the Vulcan Cannon, just that it takes the attitude of “why try to hit one target if you can fire at all of them?” It has ridiculous raw dps at basement level flux costs, so much so that if you can get close enough to an enemy, it is efficient in pressuring shields. Due to the terrible spread of the weapon, it can damage targets even beyond the weapon arc of mount it is in. While it is unreliable at intercepting missiles, it is amazing at destroying fighters.

Targeting Laser: These are designed to keep the AI of missile ships at a healthy distance from enemies, and are not really weapons of themselves.

Eggshell Gunpod Launcher: Useless. Like the Pixie Drone Launcher, but the gunpod is slower, and you only get 1 ammo at the start. The gunpod does not have a range advantage over the Pixie, and it does not come with missiles, so how this is in any way superior to the useless Pixie Drone Launcher I do not understand, perhaps the gunpod has more hp.

4
This is a review of all non bounty non depreciated ships from Yuri Expedition and its subgroup Task Force Mikina, from highest to lowest DP.

Shine Ray: Good. What makes this artillery ship good is the outstanding range of its Starmine Laser Artillery, which shoots over allies and can be fired in any direction. The rest of the ship's weapons are just icing on the cake. Guaranteed to do a lot of work just firing lasers from the backline, while not being completely helpless in melee.

Stone Ray: Good. This capital is almost impossible to kill from the front. Unlike shields, which eventually overload when shot too much, this ship uses armor, that does not appear to degrade no matter how much punishment it takes. As long as you do not expose your vulnerable underbelly, this ship is near invincible.

Star Breaker: Average. This “doomsday weapon” can be bought from illegal arms dealers and is an artillery ship with incredible range. However, it is not AI friendly because it does not fire over allies, has a tendency to miss at long range, and has long reload time. The main gun is powerful enough to 1 shot some unshielded capitals, emphasis on unshielded, because it will mostly overload shields otherwise, and the secondary explosion does not kill larger ships. There seems to be a small chance a critical malfunction will occur after firing its main weapon, disabling it for the rest of the battle. In practice, only the player can reliably get a clean shot with this weapon, as all manner of obstacles can come between you and the enemy, especially fighters.

Pancake: Average. Yuri's near immobile missile platform. In my opinion the only good way to use this is to devote all its large missile mounts to the Aurora Crown, as it has the longest range. This ship is useless in melee and you should avoid getting it anywhere close to the front line. Get the Pegasus instead if you want something more tanky.

Aether Shawl: Good. This well armed cruiser has top speed comparable to a frigate and is well worth its DP.

Mythril Cloak: Good. This line cruiser is slow, well armored, and well armed. While it does not have the large missile slot of the Aether Shawl, it can equip 5 medium and 6 small missiles.

Hydrangea: Bad. The Heron, but costs 8 more DP, slower, and has worse survivability than a Drover. It has 1 more medium missile and 2 Rosebud drones. Best kept as far away from the front line as possible.

Crystallize FA: Good. This destroyer comes in 2 parts, the front module serving as frontal armor, but this frontal armor comes with amazing base flux stat of 500 (higher than the parent ship), its own weapons, and a hull value comparable to capital ships. You can even put a converted hanger on it. Performance wise, it is closer to a cruiser, and its DP cost reflects that.

Parasol: Good. This artillery cruiser can fire kinetic rounds over allied ships at long range. Like other distance dependent Yuri weapons, the distance does not actually affect the damage much, and the main gun does about 4x the listed damage at any range.

Amaryl: Bad. The best way to compare this ship is with the Gryphon, and it is inferior to the Gryphon with 2 fewer medium missile mounts and 3 fewer small missile mounts. Is is also much slower. The only real advantage this ship has it's tankiness from frontal attacks. However, being a missile ship, it does not need to be on the front line, and a Gryphon would serve better firing missiles from the back.

Scorched Lilly: Good. You can start with this ship when you pick Yuri as your starting faction. A giant shotgun in space, this ship fires shells that burst into a wide spread of pellets, dealing damage to everything in a wide area. The initial shell does not do as much damage as listed and you'll probably find your experience with the main gun underwhelming. However, even without its main gun, this ship is able to dish out plenty of damage with 2 medium and 9 small missile mounts. It is also relatively fast and maneuverable in combat.

Tenshi: Bugged and bad. The up armored and up gunned version of the Rubynus. From Task Force Mikina. The extra armor plating at the sides protect the ship from significantly more damage, and the system is a good one. However, is all this worth 6 DP over the Manticore? I would say no. There appears to be some bug with converted hangers on this ship, as it only allows you to equip pixie drones.

Crystallize: Bad. The best way to compare this ship is with the Gryphon, and as a missile focused destroyer, it has 1 less large missile mount. The system is good, but overall, this ship is not worth 18 DP.

Lilac: Average.  The best way to compare this ship is with the Drover. It is like the Drover, but better armed with missiles and poorer survivability due to a lack of shield. As long as you keep it away from the front line its lack of a shield should not matter.

Jashin: Average. You can get this ship from Task Force Mikina, and this destroyer is flexible enough to be played either as a missile platform or as an artillery ship. Its potent weapons load out makes it worth its DP.

Scarlet Sky NEXT: Bad. This is Yuri's super frigate. Probably inspired by Marcoss's variable fighters, this ship has two modes, high speed fighter and high maneuverability mech. But that's about all that's good about it. With about half the hull value of a regular frigate and no shields, this ship evaporates in about 2 seconds of high intensity laser and is unflyable by the AI. Load out wise it lacks any good anti shield option, so it's good at killing smaller ships whose shields it can overwhelm with its chainbolter but terrible on larger ones. Despite its small size, it's not considered a strikecraft and cannot fly over allied ships and enemies, so death by ramming into ships at high speeds is an ever present danger. Get a Hyperion instead.

Anemone: Good. The small version of Stone Ray, this destroyer is tough from the front but weak from the back. Unlike the Stone Ray, however, its frontal armor is not invincible, and can be penetrated with enough hits. Of particular concern are area damage weapons or weapons which arc to other parts of the ship, such as Tachyon Lances.

Brittle Rose: Average. This is a destroyer sized artillery ship, with one significant downside over the Parasol; It does not fire over allies. Performance wise a missile ship that fires over allies supports the front line better than an artillery ship that requires unblocked shots.

Rubynus: Bad. This destroyer has stats comparable to a Manticore, but with no shield. More maneuverable than the Anemone, this destroyer appears to be designed to fill in the gap in Yuri's lack of front line capable ships. However, it is bad at what it is supposed to do. With only 3200 hull, it is inferior to 5000 for the Manticore and 6000 for the Enforcer. Its shield drones can be penetrated by area damage, so you should not expect them to help you take a Reaper to the face. While it is difficult for me to evaluate the effectiveness of Aegis armor, it cannot be all that good since I found that this ship required constant babysitting to prevent it from dying in AI hands.

Snowstorm: Average. A missile frigate that is tough from the front, players who encounter this ship are often surprised by how much punishment it can take before they learn to hit it from the back. Holds the line relatively well and contributes to missile spam with its inbuilt Sparkler missiles.

Berylline: Average. This ship is capable of placing a near immobile artillery platform, that comes randomly in one of at least 3 varieties, the Raijin Mortar, the Raiko Rocket Assisted Artillery, and one of the Hailstorm missiles. The ship itself has negligible combat capability, and can be ordered to retreat afterwards to free up DP for another ship. This artillery has very long range, and can do a significant amount of work over the course of the battle, but if you like this ship, use the Koppepan from Task force Makina instead, which can place 2 such platforms and costs less DP. This ship also has the salvage gantry ability, so there's a reason to keep it in the fleet other than combat.

Koakuma: Good. You can get this ship from Task Force Mikina, and you can think of it as a super frigate alternative to Scarlet Sky at almost half the DP. What makes it better than the Scarlet Sky is its ability to unleash salvos of 28x100 = 2800 HE rockets every 6.3 seconds, as opposed to Scarlet Sky's 8x225 = 1800 HE missiles every 8.35 seconds, with the potential of firing again several times due to its system. This barrage of rockets is capable of overwhelming the shields of much larger ships. Although as fragile as Scarlet Sky, slower, and with a larger hitbox, by performing strafing runs on enemy ships in 6.3 second cycles, this ship can be kept out of harm's way the majority of the time. This is something only the player can do, so this ship is pure playerbait and dies quickly in AI hands.

Safflower: Average. Armed with 8 inbuilt long range high speed high damage kinetic missiles, it is easy for this frigate to make outsized contributions to the battle by using up all its missiles, after which it is better to call it to retreat.

Honeycomb: Bad. Compared to the Snowstorm, being 3 DP cheaper is not worth losing 1 medium and 2 small missile slots.

Illusion Flower: Average. This frigate is similar to the Honeycomb, but it has the special ability to turn back enemy missiles. This makes it a lot more resistant to missiles that might circle round to hit is vulnerable back, or area damage missiles such as the Reaper. It also provides 1 ECM rating.

Sapphrite: Good. The fastest frigate Yuri has aside the Scarlet Sky and the Koakuma, this frigate is well armed with anti-shield inbuilt gun and a medium missile slot, while also being tanky due to its ballistic shield. More forgiving to fly than Scarlet Sky and not terrible in AI hands, while costing less than half the DP.

Koppepan: Good. This ship is Berylline, but better in almost every way (the combat capability the ship itself is arguably worse), and at 3 less DP. Deploys 2 artillery platform. Easy to justify being in the fleet as it doubles as a salvage rig.

5
Mods / Re: [0.97a] Valkyrians 3.3.0 [2025/2/25] - EN Edition
« on: February 28, 2025, 01:10:06 AM »
Just out of curiosity, has the author talked about why so many of the Valkyrian weapons work like energy weapons, including having soft flux beams, but are exclusively ballistic for non built-ins? Not complaining. I was just curious.

you can catch @ValkyriaL on discord USC, who was the original author, before this mod went to CN. While testing I was also surprised that the Valkyries used ballistics that behaved like energy weapons. This affected the translation, because if translated directly, their description would say the Valkyries specialize in "lasers", which I changed to "energy damage ballistics" so that it wouldn't betray anyone's expectations.

6
Mods / Re: [0.97a] Valkyrians - EN Edition
« on: February 26, 2025, 08:26:47 AM »
To expand on this, below is the item I found which is affected. Changing file name as indicated corrects any issues. -

Code
Valkyrian_EN/graphics/missiles/torpedo_Sunfury.png > Torpedo_Sunfury.png


Please check for your next release if you have time.

I made a change to data/weapons/proj/valk_sunfury_torpedo.proj to fix the inconsistency between the capitalization of the file referenced and the actual file name. I could fix the inconsistency in the file naming itself, but since the actual author of the mod is CN, any changes I make will not be reflected in the source (the CN version). I'll probably need Mycophobia to convey a message to fix this at source.

I did not make a new release since this change is minor and does not affect the majority of users, but any future downloads should have this fix that should fix linux issues. I cannot test it myself, so if there are still problems with linux, let me know.

7
Mods / Re: [0.97a] Valkyrians - EN Edition
« on: February 03, 2025, 07:49:55 PM »
Mod is not loadable in Linux.  A number of files are capitalized in the filenames, but the game is looking for non-capitalized versions.

my apologies, as I don't use linux, so I am unable to test for this, nor do I know what needs to be changed to make it work with linux.

on another note, the 3.3.0 release is here, which includes all the latest changes from the CN version. Save compatible as far as my testing went.

A note on the change notes: I did not find any changes in the files that would make the Valkyries hostile to the Luddic church. Maybe it's in the jar, which I don't scrutinize too closely, but I doubt it.

8
Mods / Re: [0.97a] Valkyrians - EN Edition
« on: January 27, 2025, 10:37:12 PM »
Can also add the quest allowing the ship to be looted seems to be bugged, or at least, isn't consistent. You can luckily just use the Console Command mod to add it in though.

I do not think it is bugged, it's just that we are spoiled by the other mod makers who wrote code to ensure that their bounty ships drop as derelicts. I do not know how to do this, so for now I recommend using console commands.

I don't know if this is known. As of this moment the big 3 BP's you can get do not add all the ships. using all three you only get the battleship yoshura as a capital and you don't get the carrier or anything else i know some of its mission stuff but the horizon BP only adds like 3 ships the enigma BP only adds weapons and the archon BP gives the BB but none of the other caps. it seems to give most of the rest of the classes just the capitals i noticed.

although I am only the translator for this mod, I do not think it is unusual for ships to be unavailable from the factions big ship blueprints. For example, in diable, I believe the Maelstrom and the Pandemonium are unavailable. If you want those blueprints you can raid for them.

the bigger question is how to get the Azmodaeus and the Vatican Mk.II, which in the files are "no_drop, no_bp_drop, restricted" because I don't think I've ever seen them. Are they even in the game?

9
Hi, yes, that was the initial idea I had for the ship's AI - that since its special gimmick increased its survivability as a line ship, then it should hold onto it for as long as it can. Iirc, it's just programmed to jettison it when reaching 30% hp for 'one last hurrah'. But I suppose there are also those who wish to use its extra weapon slots more aggressively. Not really sure how to square these too seemingly contradictory concepts, but I'll take note of your feedback. Thanks!

1. The issue of the ship not pulling its own weight as long as its armor stays on
It getting a last burst of power as a gimmick is kind of cool, however, the armor disables not just a small set of burst damage weapons, but the majority of the ship's weapons, including its only 2 medium weapon mounts, resulting in a ship that is slow to get to the front line (lags behind others so it does not take damage) and when on the front line, is a poor contributor. If the armor never gets shot off, the Raven is less useful than most frigates.

2. The fact that most weapons are disabled most of the time incentivizes players to ignore the disabled weapons slots or put the cheapest weapons they can on them
Why waste OP on weapons that are not gonna be used until the ship is almost dead? I suggest you turn most or all the disabled slots into in built weapons so players do not need to allocate OP to weapons that are turned off most of the battle.

3. By the time the armor is shot off, half the time the ship has been overfluxed and on the brink of death
You do not have the flux to fire the guns that you've finally unlocked and will probably die pointlessly without your 'last hurrah'. Suggest that the unlocked weapons do not cost flux, such as missiles, or the blown off armor takes some of the ship's flux with it. Also suggest the threshold for jettison armor be much higher than 30% hp, because 30% hp with your armor depleted is way too close to death. I would set it at 60% or even more.

10
Modding / Re: [0.97a] Heggie Tales V0.6.6
« on: January 13, 2025, 08:34:25 AM »
text mistake



Hannah has 5 children, and may be expecting a 5th. Should be 6th, unless this is some dig at luddics being bad at math or something.

11
Mods / Re: [0.97a] Valkyrians - EN Edition
« on: January 12, 2025, 11:24:55 AM »
although I translated this mod months ago, I didn't get around actually playing it in game until now, and the current version, RC6, is a cumulative translation patch to improve the writing in the mission text to near native English levels of proficiency. A small amount of additional text was also added to improve immersion of the part where one moment you are talking over comms and another you are tapped on the shoulder.

I also spent all my remaining credits on canva, and the only portrait that was up to my standards was manually fixed with gimp and added to the anime portrait pack.

before:


after:

12
Mods / Re: [0.97a] Valkyrians - EN Edition
« on: January 05, 2025, 10:25:07 PM »
no download link in github, only source code...

to make it less confusing I downloaded the source code and uploaded it as a binary. There is no difference since it is not an executable file, but at least the file name is displayed.

Edit: I learned how to add the download link to the version file so now everyone can update this using triOS, yay!

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Mods / Re: [0.97a-RC11] Diktat Enhancement 1.2.2c
« on: December 31, 2024, 04:03:27 AM »
the description of the Legate reads that it has as a main mount, a "Targe Autolaser" (I suspect it's Large) that sweeps the battlefield for missiles, fighters and the like. On testing, it appears that this main weapon does not exist, or does not work.

as a ship, it also has less OP (70 vs ~100) than other destroyers of the same DP cost, and is terribly weak.

14
while not part of the Yuri faction, this mod adds a midline ship called the Raven, which is a kind of Eagle variant. I tried it, and I think it's terrible. The Raven is an interesting concept, in that it comes with detachable armor pieces with weapons underneath, which stop malfunctioning once the armor is shot off.

however, in practice, by the time the armor of the Raven is destroyed, it is almost dead, and unless the armor is destroyed, the Raven is unable to use most of its weapons. The only way I got the Raven to work was to jettison all the detachable armor at the start of battle, so the Raven could use all its weapons, but the game ai does not do this, so it has to be done manually. This is not a feasible way to use the ship, since it forces one to either pilot the ship yourself or to shuttle in between Ravens, as with their armor on, they have less utility than most frigates.

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Mods / Re: [0.97a] Valkyrians - EN Edition
« on: November 04, 2024, 06:54:45 PM »
where do you get the special ship? I finished the quest and did not get the ship at all. was it on the guy?

you need to salvage it from the guy you defeat. Feedback suggests it does not always appear on the salvage screen. I did not create the mod, I only translated it, so I don't know how to fix this.

one solution that was suggested to me was this mod, but use at your own risk, as I do not know if it can be removed from save files: https://fractalsoftworks.com/forum/index.php?topic=25476.0

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