Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Skydrake

Pages: [1]
1
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: October 31, 2024, 09:05:42 AM »
So, this is a bit awkward. I installed this mod in hopes of improving lategame fleet battle performance (things tend to get somewhat choppy when a load of capitals and cruisers in my 600 battle limit fleets unload en masse upon each other), followed all the instructions (have tried multiple RAM allocation setups as well), edited the config and ... it instead seems to have made things worse for me?

As in, I started a new game and things seem to run fine ... up until explosions start occurring during ingame battles. And I'm talking absolute earlygame first bounty type of battles here, as I started a new run to go alongside this. A few of my destroyers/frigates vs a few of pirate destroyers/frigates. As small as battles can really be that I have never had any performance issues with before (those don't start for me until big lategame fleets).

And yet when explosions start occurring, the game becomes very choppy (even if the actual FPS doesn't fall that low - but still lower than normal for me). When ships explode though, I have the game dropping as low as 10 FPS and everything coming to a practical standstill until the explosion particle effects dissipate. My lategame big fleet battles have never gotten as bad as this even when there are multiple capitals exploding and hundreds of beams and missiles and what have you filling the screen, and we are talking about half a dozen tiny ships here.

Does anyone have any ideas what might be possibly causing this? 

2
Mods / Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« on: October 30, 2024, 10:38:05 AM »
Hm, I'm currently doing the Mayasuran start with Nex (Mairaath will be restored!), and it seems I have hit a snag - namely, none of the NPCs on Mairaath offer the option of increasing my Commission level with Mayasura. Which is if a bit of an issue because it means, among other things, that I can't actually colonize any planets.

I figured maybe that's because I have permanent governorship of Mairaath and aybe that does something funky with the NPCs there, so I conquered Lost Astropolis - but the situation is there as well.

So I was wondering - what are my options for actually bumping up my Commission level? 

3
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: October 14, 2024, 01:59:45 AM »
I think I will be giving up on my Automated ship playthrough, it's just causing it to tear my hair out ^^

I realize this must be how AI ships behave in general (this is my first time actually trying to use automated ships, as opposed to crewed ones) and nothing to do with this mod specifically, but damn. After getting an Automation officer and successfully salvaging a couple of nice AI ships from Medium threat warning beacon systems, I have come to realize that Automated ships behave like suicidal lemmings!

No joke, they will rush in and proceed to all but facehug enemy ships (even if it's bigger ships that outnumber them) and proceed to sit there attempting to exchange blows until they inevitably die despite their superior ship stats. Leaving the rest of my manned crew to try and clean up the resultant mess. As amusing as that is, it cots more to constantly repair and de-D-Mod these whackjobs than their presence possibly contributes to my earning potential!

Granted, loot hasn't yielded me any AI cores yet to slot in to the ships, but I don't imagine that will cause them to behave in a particularly smarter manner?

At this point I think I will just bench the Automation officer and transition to a more regular high tech playthrough lol. Unless gathering a critical mass of Automation ships (and setting my human officers to aggressive or reckless so they perform suicidal charges alongside their AI buddies) might do something for salvaging the situation ... 

4
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: October 12, 2024, 09:30:24 AM »
Random Assortment of Things, Knights of Ludd & LOST_SECTOR have a bunch.

Thanks! Grabbing all of those and embarking on my new playthrough.

5
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: October 11, 2024, 11:47:02 PM »
Derelict Drones on their own are pretty bad, but combining them with the Improvisation Tree makes them dirt cheap to deploy on mass, and all of them having the Rugged Construction Hullmod negates the negative downsides of dmods. Its a pretty fun kind of build to go with, atleast once, probably not to fitting for your current playthrough. Also yeah, technical is a good fit, Management may be better if you have mods that add more automated ships than Remnants & Derelicts

I do have a lowtek junkheap Improvisation run planned (maybe finally doing a Pirate playthrough), but yeah, probably doesn't quite jive with what I have planned for this one.

Also, don't believe I have any mods that add other automated ships (beside a few new Remnant hulls maybe). Would you happen to know any? Could be pretty interesting for a non-remnant automation run.

6
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: October 11, 2024, 01:51:03 PM »
Hm, Ai Cores counting as officers for the Management skill line does make for some interesting synergies ... certainly something to think on! I was thinking of pairing it with Technical, which seems like a natural fit for the Remnant ships (and more AI points!), but maybe. Don't think I can force myself to give up a logistics commander though. I realize they aren't strictly necessary and they don't really help with combat any, but there's so much quality of life involved in having one (especially while you haven't reached effectively infinite money state).

Derilict drones though ... urgh. Don't think I would want to be caught dead piloting one of those ^^

Upgraded Derilicts do sound interesting though. Can't say I have ever used Secrets of the Frontier, but I guess this is as good time as any to look into it and add it to my modlist. It would certainly be welcome to get into the AI ship game earlier in the playthrough, if I'm going to be lugging the AI commander around as one of my active ones.

7
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: October 11, 2024, 12:41:19 PM »
Speaking of different builds, I'll have to force myself to have a playthrough where I take the Automation commander and get myself some AI ships. I've wanted to do that for a while now, and being able to field a couple of Radiants (when one is strong enough to beat them) certainly sounds appealing, but man, it's so hard to give up one of the more generalist pew-pew focused commanders and the universally useful bonuses they provide.

I typically don't leave home without either Piracy or Spacefaring (helps so much with logistical headaches of all kinds), slap a Tactical (just universally useful) in the second slot and have the 3rd slot as my flex commander, depending on what sort of fleet theme I'm going for. I guess the Automation one will have to go here ...

8
Mods / Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« on: October 02, 2024, 09:30:34 AM »
-Changed Paladin (M)'s ship system from reserve deployment to high energy focus.
-Removed Crusader (M)'s built-in heavy armor, set armor value to 800 from 1000.
-Changed Crusader (M)'s amount of fighter bays from 4 to 3
-Changed Crusader (M)'s DP to 35 from 30
-Changed Crusader (M)'s speed from 45 to 40
big nerf, lol
-Changed Rhea's speed from 45 to 30, base dissipation from 1200 to 900, armor from 1500 to 1200, removed built-in heavy armor, DP changed to 35 from 32.
big nerf, lol

the patch before the current one had a big slammer of nerfs for the Rhea; mostly feedback from people who don't use the mod lol, however if you're saying buff it back...

Whew, that's a hefty slew of nerfs 0_0

I mean ... I could maybe see the inbuilt Heavy Armor being a bit too good? But the other pre-nerf stats seem fine to me, for what I'd expect from such an expensive ship to field? And the missing 300 Flux certainly answers my question of where to get the flux to actually make use of the ship's weapon mounts lol. If it's going to cost as much as a pocket battleship to deploy, surely it's not wrong to have it actually deliver a pocket-battleship-like performance? I mean, at 35 DP it's 5 points short of a deployable fleet anchor like an Onslaught ... and I doubt even the pre-nerf version would stack up very favorably to that or filling such a role, despite the deployment cost (and still comparatively slow speed) saying it basically should do exactly that ^^ (or rather, the current version isn't really good for anything, which is pretty sad for such a cool hull :/)

On another note, why would people who don't use the mod even comment on the balance of ships they haven't tried in practice? ^^

9
Mods / Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« on: October 02, 2024, 06:12:28 AM »
Been playing with this mod for a bit, and I must say I absolutely love it. It blends in almost seamlessly with vanilla and the ships feel like they could have easily been part of the base game.

But there is one ship that honestly has me stymied, so I was wondering if you fine folk could enlighten me to how it's meant to be used (as I do like it aesthetically and would like to have them in my fleet).
 
Namely, the Rhea class cruisers (and Crusaders, I suppose).

I just can't seem to grasp what it's meant to be good at? It's painfully slow, turns even slower, the Armor on it isn't that impressive given the ship's sluggishness and while, in theory, 3 large mounts give it amazing damage potential, in reality it doesn't have the flux to actually make use of them without immediately overloading itself?

And I mean, all of that would be fine for an overengineered Cruiser ... if it didn't cost 35(!!) DP to put on the field. It's like a cheap capital ship in terms of deployment, while definitely not having anywhere near a capital ship's performance? Like, just for 5 points more I'd rather field Skysplitters which, I'm sure, can kill an arbitrary amounts of Rheas.

There has to be something I'm missing and too dumb to figure out on my own. How should one build a Rhea in order to turn it into an asset worthy of 35 DP?

10
Mods / Re: [0.97a] Ashes of The Domain
« on: September 25, 2024, 10:41:26 PM »
Ashes of The Domain - Vaults of Knowledge patch 2.3.14   save compat with 2.2.0-2.3.13
-Fixed bug with QoL that script for research does not count player owned markets ( non plaeyr facton ones)

Thank you! Everything works perfectly now  :)

11
Mods / Re: [0.97a] Ashes of The Domain
« on: September 25, 2024, 02:00:02 PM »
Ashes of The Domain - Vaults of Knowledge patch 2.3.13   save compat with 2.2.0-2.3.12

-Fixed bug with QoL that research storage does not appear on player owned markets!
-Added new button to command UI as teaser for future major pat

That was quick! Thank you, updated the mod version and the storage has indeed appeared now.

Though, unfortunately, it seems like another issue has cropped up now - I have placed the Research Databanks inside the new storage, but the Research Facility itself doesn't seem to "see" them. When I hover cursor over any research, it says I have 0 in Storage - despite just slapping 17 of the things in there :/

https://imgur.com/ptfdbtJ

https://imgur.com/4sBAG5l

12
Mods / Re: [0.97a] Ashes of The Domain
« on: September 25, 2024, 10:35:55 AM »
Is that colony governed (it says Persean League in upper left)? I think it needs to be a colony you own, belonging to your faction. In my current playthrough, I have Heg commision, but colony is mine, and storage button for the research facility is there.

Unfortunately the Perseans forced me to bend the knee by blockading my system with like 8 fleets lol. I do plan on rebelling when I have grown strong enough, but so far I'm their vassal and just "governing" what used to be my former independent world, yeah. Think this is why the Research storage is missing?

https://imgur.com/jRYzT8j
Granted, when I look at the Persean commission status, it says I'm allowed to conduct my own independent research. Though I understand this is a Nex feature, so maybe the two mods aren't interacting as they should on this front?



13
Mods / Re: [0.97a] Ashes of The Domain
« on: September 25, 2024, 10:03:16 AM »

you need to build the research facility in one of the colony for the research storage to appear
it should appear in the cargo menu while interacting with the colony

It's certainly possible that I'm just being blind and don't know where to look exactly, but I don't appear to have such a storage? The Research facility itself I've had for ages now. Here's how my colony screen / inventory look like. If I'm just failing to notice it and you could point out where I should click to access the storage, I'd be most grateful.

https://imgur.com/7tIs3Da

https://imgur.com/p5csyvH

14
Mods / Re: [0.97a] Ashes of The Domain
« on: September 25, 2024, 07:35:41 AM »
Hello, fellow starfarers.

This is my first time trying to play with the Ashes mod, and I seem to have encountered a snag with the new Research function - namely, where is the Research Storage supposed to be? I have a bunch of Research Databanks, but when hovering over the research options in the research menu it says I have 0 placed in Storages. Which is fair enough, but I have crawled upwards, downwards and sideways across all the menus and buttons in my colony I can think of interacting with, and I have seen neither hide nor hair of a Research Storage. So ... where can one find this elusive thing?

(For what it's worth, this is a Nexerelin game, starting with my own Colony - if that's meant to affect anything. Got absorbed by Perseans at some point, but have long since climbed to the top of their Commission rank)

Pages: [1]