1
Modding Resources / Re: [0.97a] MagicLib v1.3.9 (2024/02/02)
« on: February 04, 2024, 09:01:00 AM »
Yeah my magicbounties does not show at all after the update
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
Hey! Since I see you're back, I thought I'd mention a very small detail I've noticed in the faction's star system: while the description of Tolp I describes it as a radioactive inferno due to its very close proximity with its star, it lacks either conditions in practice. Same for Tolp III, which apparently is supposed to be mostly radioactive yet lacks the condition. Might be intended, but just in case it wasn't...This is indeed wrong and should be fixed in the next release, thank you for pointing it out!
If a high attack power ship or fleet engages the P9 it will rip through the shield and one shot most of the ships in less than a second. Since the AI can't pilot many of these ships it's extremely difficult to play the faction due to their weakness. I already changes all the stats for my game to give them the same stat averages as base ships but retain their class identity.I have tried tweaking the stats with increasing the hitpoints and/or increasing max flux, but then all ships felt quite OP without also seriously nerfing flux dissipation, making the ships just fly like normal high-tech ships which felt somewhat boring.
Look at any base game ship in the same class and you'll see the P9 ships need a 50% increase in some stats to compete.
The turn rate stat on many ships is way too high. You need to set it around 30 instead of +100 or the ships don't have momentum and will act strange when turning, sometimes bobbing left and right in a weird way.True, this is something that I should probably change in a couple of ships. Especially the Korlo looks a bit dumb with manuvering increasing pilot skills. The silverfish at least looks to have that agility due to the dumb engine design with the enormus lateral engine thrust.
The spright for the silverfish is backwards.While turning the other way would be fun as some custom pirate bounty I like it the way it is currently. The ship might get some medium energy slots though because now it's most useful for butt-whipping enemy ships.
The T1,T2,T3 are too similar.They are supposed to look somewhat similar due to being designed around the same base model. I would say the T1 differs quite a lot from the other two both visually and in function, the T2 and T3 are however very similar in roles and in general playstyle.
I personally added the tachyon laser from the capital ship to the ...T3? I think?The big shield popper on a relatively cheap highly mobile destroyer? How did it work in practice because it sounds a tad bit overpowered.
I added the minestrike back to the capital ship and gave it a cooldown.You gave minestrike to the Samaa-DSI? Must be an even more annoying ship to fight.
I played 1 vs 1 skirmishes and fleet skirmishes for hours testing everything. They just seemed weak or more difficult to play than every single faction and faction mod released.
It's not bad but I'd suggest realignment closer to the base game ships stats but a large amount.
Thank you for the mod and hard work!
Many of the ships feel very, very weak compared to even base game ship counterparts and may be some of the most under powered ships in the game.
Compare the Cyz-C HP to the Harbinger class phase destroyer.
I'd recommend a large buff to many ships.
There's an issue with the P9 Starliner-Mod: It still counts as a civilian-class ship in spite of being suitable for combat, meaning it might as well have a Timid officer in combat.
Hi, I wanted to ask a quick question. So, I found one of those phase cruisers (the Korlo) the other day, and while looking at it's stats and everything, I noticed that it's Phase Boost ability didn't have any description to it. While testing the ship in sim, it looked like a simple phase cloak but I'm still wondering: is this really all it does, or is there something more that I didn't see?
Anyone else noticing issues with the korlo maxing out at speed 1 after using the phasing system once? Haven't tested with the other phase ships, but it happens with and without phase skills, on player and when ai uses it as well.
Not sure if anybody has pointed it out yet, but I have been having issues with one weapon on a specific ship. The DSI Tachyon Ray on the Samaa-DSI. Neat ship, but I can't seem to figure out how the ray "works". I noticed that the AI will collapse and immediately re-opens right before it "goes off" based on sound cue. Annoying, but oh well(other times it would decide to overload the ship even after the sound went off). Nothing to do with the weapon. What I don't get is sometimes it just doesn't do anything to shields(aside from maybe 100 soft flux). Other times I can swing it around and disable 2-3 enemy shields in one go after the sound cue goes off. Now... I really tried to figure it out. I tested if it was because missiles are in the way, or if it had to be 100% of the beam on the shield for it to work, but neither of these led to consistent results. Sometimes it works, sometimes it doesn't. This is irritating when you are banking on that particular ship being disabled for a bit, but then it fails on you. Ships die, less support. You die. Not very fun.
On a different note, but on the topic of the same weapon, there seems to be some odd interaction with high tech stations. I haven't tested it much(since I hate fighting high tech stations specifically), but whenever I would disable the shield segment, it would overload as normal, then overload again shortly after putting the shield back up. One segment did this continuously throughout the fight. I didn't have to shoot it each time, it just kind of happened on its own seemingly. Kind of confusing, honestly. It also didn't always do this.
I've noticed that the AI is pretty good at avoiding the damage pulse of the beam but I've had cases where there were no obstructions and no shield pulsing that still failed to cause the overload. The distortion effect on the shield hit (graphics lib?) is really big in that case but the target's flux level remains steady. Doesn't happen too often, I'd guess something like one out of four or five attacks.
Might also be useful to add some visual effect to the beam when it does its overload pulse? Since the AI seems pretty aware of that it would seem fair for a player to see it too.
The Samaa-DSI can, when paired with the elite shield skill, maintain its fortress shield indefinitely even under heavy fire as the hard flux dissipates faster than the system builds it up. Yes, it has that vulnerable gap in its shield at the engines (if you use the frontal conversion) but the AI can't exploit that, dunno if that's because it doesn't know or because in a regular fleet battle that area tends to be covered by other ships. I've parked the Samaa in the face of a boss Remnant from either HMI or Seeker ("false omega", not sure which mod did that), tying it up for minutes while my fleet dealt with the rest of its retinue and I only took damage from the boss's huge fighter swarms occasionally shooting that shield gap.
the Samaa-DSI is a wacky ship anyway with next to no weapons and that strange instant-overload beam (that doesn't seem to trigger consistently?).
Also I think the P9 freighters are considered combat ships by the game and the AI will happily send them into battle. I believe they don't show up in the Civilian filter in the construction menu either. Plus the Silverfish is still classified as a Phase ship in that menu.
Gotta say the P9 aesthetic is far too unique to go with a "Tri-Tachyon splinter group" background, they look more like a completely different tech lineage than most of the rest of the sector and their unusual ship configurations also suggest a far more alien origin (or at least a high degree of separation from the rest of the sector).
Any plans to add commissioned crews support?
so I apologise for asking, but i do not understand what is going on. by the lore the colony got wiped out, yet there exists some faction using these ships?(i never used the mod yet, looking trough the mod index rn)