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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 - Pazuzu

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Bug Reports & Support / Changing flagship pre-battle bug
« on: October 23, 2014, 06:12:00 AM »
Hello,
I have an Enforcer and a Lasher, and i use the Lasher to mop up retreating ships.

The Enforcer is my flagship.

If i change flagship to the lasher for the enemy retreat battle, then click again to change flagship (because i'm not sure if i selected the lasher), but realise i have the lasher selected already, and finally click cancel, then the lasher becomes my new flagship from then on.

To be clear, the next battle against a different fleet will have the Lasher selected as my flagship.

Happened with the last version too but kept forgetting to report it.

Thanks

2
Modding / Re: Mod Feedback Thread
« on: July 16, 2014, 03:25:49 PM »
Ah thank you mendoca, it was Lotus Conglomerate. Was indeed a great faction.

Also thank you mesotronik, in regards to turning off shaderlib for factions that need it, i'll try that.

I think the valks are pretty balanced, but i think the worst offender is the scorpion MRMs. They have twice the range, speed, and ammo of harpoons, and yet they cost less ordinance. Sure they dont do as much damage but they dont need to. Firing a couple makes the AI keep shields up and take the needler spam until it overloads. Since the valk cruisers have plenty of space for scorpions they can just fire 1 every few seconds to force AI to overload. If a ship tried to retreat you can send a scorpion salvo their way and they're unlikely to get away, as the mrms are too fast, maneuverable and long ranged to escape.

The almire and nirvana cruiser series are the real killers of the valk fleet, they have maybe too much ordinance or just too many weapon slots. Also they don't cost much to field in battle compared to all other valk ships (CR-wise). In fact when i play as valks I only use these cruisers, as they're the only ships in the valk fleet that are easy to field. If these ships were as hard to field as the rest of the valk armada i would say the mod is nicely balanced.
The capitals are all balanced pretty well because while they're tough, they're mostly immobile.

Come to think of it, Valks seem to be balanced for playing against, to provide a challenge to a decent player. Only playing AS valks do they suddenly seem overpowered. Whereas a faction like junk pirates seem to be balanced against vanilla ships in general.


3
Modding / Re: Mod Feedback Thread
« on: July 16, 2014, 12:23:19 AM »
batavia, junk pirates and valks are the ones i use the most.

- junk pirates are really well balanced. I always have these guys on.

- Batavia, i dont know i just like the ships and weapons, although i guess the hailstorms seem a bit overpowered. Could use another ship or two.

- Valks are annoying but fun to play against. A lot of thier stuff is overpowered but they have some serious repairing and logistics problems so i guess that balances it mostly. Range of the valk MRM says 2500 but its more like 5000 (sorry cant remember its name, has an orange warhead(scorpion maybe?))

- I like neutrinos but they're super annoying to fight against in exelerin

- I really liked starsector plus (especially skill tree changes) but now that it needs shaderlib i cant really play it for performance reasons. Actually anything that requires shaderlib i dont bother with. Looks ok, but not so good that it's worth the performance hit on my lappy.

- shadowyards, blackrock and nomads are pretty good, no complaints, but i don't use them much anymore

- Interstellar federation are one of my all time favorites, but i think the mods dead.

- Love tore up plenty ships. Only the big blue "basic" cruiser seems overpowered. Long triangular shaped, has 3 graviton beams stock.. i think maybe Oddyssey? Too much flux dissapation imo.

- Love Exelerin

Another great faction was one i can't remember the name of, had brown coloured versions of vanilla ships... I think the aurora knock-off was called the intrepid. Also had a sweet conquest version. Their ships were a bit faster and structually less sound then their vanilla counterparts and used mostly ballistic. Pretty sure that mods dead too.

Haven't really played enough of the other mods to say much about them.

4
Mods / Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
« on: February 16, 2014, 12:41:37 PM »
thanks, mirror worked a charm

5
Mods / Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
« on: February 16, 2014, 09:29:59 AM »
looks good, but can't download from that link
403: forbidden

6
Mods / Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
« on: February 04, 2014, 04:22:33 AM »
Hey Valk, thanks for the mod.
I've re-downloaded it to play it with the new starsector version but it doesn't seem to work with Exelerin anymore.

When i try to start it up it tells me:
"Fatal: Ship hull variant or fighter wing with id: [yoshura_II_A] not found!"
I deleted the old mod folders before installing it and exelerin again. Also running LazyLib.

I'm guessing it's because the variant doesn't have "valk_" in front of it like they do in the variants folder but where do i need to make the changes?

Or is it something else?
Thanks

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