Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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 - Phoenixheart

Pages: [1] 2 3 ... 6
Mods / Re: [0.95a] Weftin's Ship Pack
« on: December 27, 2021, 03:47:12 PM »
The Cromwell seems way too strong for a 32 DP capital ship, is that an oversight? Generally the only capitals under 40 DP are budget capitals like the Atlas II and other under-performing ships for their class (but efficient for their pricetag) (screenshot of stats)

*EDIT* The Churchill seems similarly overly-strong for it's 45 DP cost, with a base of 1500 flux dissipation and very heavy armor

Sorry, I meant that in .91 that weapon was energy, but after the 0.95 update to the mod, it was moved to a Hybrid weapon, and no longer fits in the slot that I had used it in previously.

And yes, setting the weapon to universal should work, but then that enables you to put it into a pure missile slot too, which is not the goal here.

My impression of the hybridized weapons was that a "hybrid" weapon had fittings for either ballistic or energy, but did not require both. Since you can put a hybrid weapon in either a pure energy or pure ballistic mount point, it doesn't REQUIRE the mountings of both types to work. Therefore, any mount that supports an energy weapon (either Energy, Synergy, or Hybrid) would have the needed support for any weapon that accepts an "only energy" mount.

That's my thinking on it, at least!


Hmm - ballistic wouldn't go in a synergy slot to begin with, right. So - how so?

At least in vanilla, the Volatile Particle Driver "counts as energy for bonus purposes" so that implies it is primarily an energy weapon that happens to fit into a ballistic slot too. So a slot that works with both energy and missile weapons would logically work with a primarily energy weapon.

Maybe (and this may be getting too complex to be fun gameplay wise) have the bonus type determine the slot availability, so you could allow "primarily energy but also ballistic weapons I guess" into anything that accepts an energy slot. And a "primarily ballistic but also energy I guess" into a ballistic/misile slot?

At that point though you'd be running into the situation where you have weapons that have the same mount type that have different mount requirements, which is poor UI design at best, so that's not a viable solution...

There are admittedly a LOT more modded scenarios where this is an issue than in vanilla.

Is this something that can be changed with a mod, or is it hardcoded into the game?

My modded use-case that caused me to realize this was a thing, I was trying to put the Tahlan lostech weapons (Project Silk) into the Synergy mounts on the Sylphon Equilibrium, and realized it wouldn't let me do it.

Dang. That causes some (modded) scenarios in which making some weapons more equippable (changing from ballistic to hybrid) ended up causing it to no longer work in some setups that it makes complete sense in.

Can we move this to the suggestions forum then, since it's not a bug?

I don't actually know if this is a bug, or working as designed, but I figured it's better to submit and find out.

I'm playing with mods, but I disabled almost all of them for testing purposes to see if this was a vanilla bug. The only mods enabled are:


Tested with Prometheus Mk2 (hybrid ballistic/energy large turret) and Reality Disruptor (Synergy energy/missile), as well as with an Odyssey (Synergy energy/missile) trying to equip a Volatile Particle Driver

The disruptor is not able to be equipped in the Hybrid slot, even though the disruptor counts as an Energy weapon, and the Hybrid slot accepts energy weapons.

I did confirm that universal slots do accept all types, so it might just be an oversight regarding equipping two different hybridized weapons/mounts even though they share a common type.

(combined) Screenshot:

Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: June 16, 2021, 04:10:03 PM »
Also, are you planning to remove the weapon dps from the fighter wing names, now that you can use F1 to cycle weapon info? I'm torn, because it seems redundant, but I also like having the information available at a glance, lol.

Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: June 15, 2021, 01:14:31 PM »

Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: June 15, 2021, 08:44:21 AM »
Now that gates are of practical use, have you thought about adding one to any of the Diable systems, or is their omission a deliberate choice?

Mods / Re: [0.95a] Console Commands v2021.04.10
« on: June 14, 2021, 12:22:43 PM »
Perfect, thank you!

Mods / Re: [0.95a] Console Commands v2021.04.10
« on: June 11, 2021, 02:59:03 PM »
So I found a command to spawn an Inactive Gate, but it's orbit is incredibly fast, much faster than anything in vanilla. I don't see in the syntax where it defines the speed, is that an optional field or am I just missing something?

runcode PlanetAPI star = ((StarSystemAPI) $loc).getStar(); if (star != null) { $loc.addCustomEntity(null, null, "inactive_gate", "neutral").setCircularOrbitPointingDown(star, VectorUtils.getAngle(star.getLocation(), $playerFleet.getLocation()), MathUtils.getDistance(star.getLocation(), $playerFleet.getLocation()), 180f); }

In the same vein, is there also a way to spawn it so that it orbits another object, like a gas giant? That's more a question for spawning things in general, not specifically just gates.

Also, is there a place where all of the syntax for these more complex runcode commands lives? I'd love to be able to look it up myself in the future.

Mods / Re: [0.95a] AdvancedGunneryControl 0.9.3
« on: June 07, 2021, 10:58:53 AM »
There does not seem to be a way to set gunnery AI on ships with modules (such as the Gown from Scalartech), are there any plans to address this?

Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: June 04, 2021, 10:59:39 AM »
To me it feels like Diable lacks a [frequently deployable] capital gunship, since the Panda costs 30% CR to deploy and takes 15 days to recover. The Maelstrom feels like the wanzer carrier capital. I would love to see a non-wanzer oriented capital, like a bigger Haze or Daze.

But I am also biased and love gunships with lots of big guns, so take that with an entire bucket of salt, haha.

Neat, it worked. And they are exorbitantly expensive, which is exactly what i want lol.

Is there a weapons whitelist in prism's config, or is it only a faction whitelist and weapons blacklist?

Pages: [1] 2 3 ... 6