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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - Kaitol

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1
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
« on: June 17, 2021, 10:07:13 AM »
If it's possible, maybe give them in-house bioweapon missiles that do negligible damage, but lower the enemy's CR if they impact armor or hull. Don't think I've ever seen a weapon that does that, makes sense in their lore, and might give their agile but fragile ships a better chance if the enemy's accuracy goes down and they start running into malfunctions. You'd have to balance the ammo and effect so they're not too strong though and find a way to make them not work against automated ships.

2
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
« on: May 20, 2021, 10:13:29 AM »
The regular derelicts DO have the reinforced hull mod built-in or at least did last time I played, so they're slightly better than ones you just bought or salvaged from a battle. Is that worth the cost of restoration? Ehhh, maybe if you're doing a society ship-only run? Although there comes a point when cash is no longer a concern, especially if you have industrial evolution or whichever mod adds the restoration dock building.

3
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
« on: May 17, 2021, 02:08:27 PM »
Yeah, you just need something to make it be loaded after the main mod so its art assets overwrite the originals.

4
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: April 27, 2021, 12:27:53 PM »
Well, the actual Rosenritter mechs are the destroyers, the smaller stuff is mostly meant to be support.

5
Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
« on: April 14, 2021, 11:57:31 AM »
Really the only ship I had a problem with was...crap, what was the name...the Kobold? Whatever the wing-shaped frigate is. They just always died because they're so slow for a frigate and their defenses are just not up to snuff for the speed bracket they're in. A solid core of the heavy cruisers and destroyers backed up by some of the schturm ships seemed to do fine in most fights. Although that may have been because I was continually disrupting and breaking up the enemy with my Apolloyion. I did notice that I basically needed to accept I was going to lose a ship every few fights, although once it's updated for .95 it might not have that problem since you can just build in Reinforced Hull to the more fragile ships and have the skill to passively fix d-mods.

Perhaps they need a heavy defensive "dreadnaught" capital to anchor bigger AI fleets that don't have the player there?

6
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: April 01, 2021, 03:01:06 PM »
Hey, Is it possible to have 2 of the skinpacks active at once? like each diable ship can roll either A or B skin? I assume not, but not sure if there is a workaround to have the same effect. Also, very nice work, I really love this mod, very fun visuals, and even when not piloting diable ships, I really enjoy seeing them in my games.

I think ship sprites mostly just sit in the mod gfx folder individually, so you could just download and unpack both skin mods and then pick and choose ship skins from each and overwrite the files in the mod's gfx folder. The complex ships have their own folders with all the ship pieces, so for them you'll need to copy and overwrite the whole folder. I have never done this myself so I make no guarantee it'll work correctly, but there's a decent chance.

7
Field Repairs doesn't clear the (D) tag from a ship's class line after clearing the last D-mod. Very minor bug.

8
Mods / Re: [0.9.1a] Diable Avionics 2.54 RC2 (2021/01/12)
« on: March 02, 2021, 01:20:16 PM »
I'd say definitely stick it in storage until you want to conquer some planets. I imagine it'd come in handy for cracking star fortresses and supporting ground invasions, maybe some of the big unique bounties from some mods. Probably not something to drag around for exploration or regular bounty hunting though unless you really want to.

Which I imagine is 100% working as intended from the description.

9
Mods / Re: [0.9.1a] High Tech Expansion v1.2.3a
« on: February 15, 2021, 04:04:20 PM »
I would assume this just means it has 10 more total OP than the base paragon. Anything else would be a weeee bit broken. Haven't actually looked at it though, so this is just a guess.

10
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: December 08, 2020, 04:15:42 PM »
Hey love the mod but can't find some of the specialty ships? I found the unsung in the research station but can't find the colossus, falken, banshee norn, and the "rm-r". Any help in finding them? Cheers!
I think those ones are just quite rare. I know I've salvaged Banshee Norn's on occasion, and maybe one Colossus? If you use Starship Legends it adds a storyteller npc to bars who tells you about legendary flagships, including lost derelicts and where to find them, which kinda lets you filter for the particular ship you're looking for. Still might take a while for these ones to crop up somewhere though.

11
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« on: October 28, 2020, 11:09:30 PM »
The occasion that springs most strongly to mind was when I was talking with Tartiflette about some trouble Diable Avionics fleets were having with Persean League fleets in a playthrough I was doing, most of which had a Cronus or two mixed in with the mid-tech capitals. And the two battle-carriers I was speaking of were Maelstrom's from Diable.

As for outfitting a Chronus, my memory is a bit hazy, but I think the ones I saw were using a combination of long-range sustained and burst beam weapons? I do suggest giving them a high-level officer to make the best use of the exceptional ship system and shields.

12
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« on: October 28, 2020, 12:50:50 AM »
I've seen it noted in a few other places that the Chronus is actually considered overpowered at current. I've seen a single AI-controlled Chronus engage and just annihilate two capital-class battlecarriers simultaneously without breaking a sweat in a very large battle setting. And even in battles that swung against them, the things are frequently the last ship to go down, and usually manage to retreat anyway unless you surround it with overwhelming numbers. If you're trying to use it as the lynchpin of a fleet by itself maybe it seems a bit lacking, but as a capital flanker in a fight between two roughly even fleets, the thing is terrifying.

13
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: September 14, 2020, 12:22:10 PM »
As someone who played most of a campaign in an Izanami, it's hilariously powerful. Just equip it with a couple of long-range shield pressure mediums and then load 4 of the forward smalls with high dps HE guns. Flit around something until its shields are looking shaky, then move straight in towards it and hit F to suddenly boost your effective fire rate and stack all the shots on top of each other. Then when time speeds back up they go boom. Oh, and don't use beams, I don't think they work nearly as well with its ability.

There might be some cruisers that could give it trouble but anything light cruiser and below it just shreds. And the armor isn't a problem because the whole point is you're not supposed to be taking big hits because you can literally STOP TIME.

14
So, recently decided to give BDY a proper playthrough with Nexerelin, since it's been almost a decade since the last time I gave it a thorough once-over, overall still great, still love the aesthetics (particularly the blinking lights and other lighting effects, very well done). There were a couple of minor things that bugged me though.

I've noticed the Imaginos kill itself from either full hull or close to it several times when using its ship system to teleport next to an enemy ship and both immediately exploding. I know it has resistance to ship explosions but it doesn't quite seem to be enough to save the AI from itself, so I usually just fly it myself in smaller battles or leave it undeployed. If possible I think adding a half-second of maybe 80% damage resistance after teleporting would probably solve it without unduly affecting balance? Unless your intention is for it to only really be a player-utilized ship.

This next one is a bit nit-picky, but I don't suppose there's any way to tweak things to disincentivize AI-controlled Blackrock fleets from deploying Hawkmoths and Eschatons instead of actual warships, is there? I've seen multiple fights they could have won if they'd just deployed their Karkinos at the start instead of a giant mass of Goblins, Robberflies, and logistics ships. Although the big example of this I'm thinking of might have partly been because the Eschaton was the flagship of the invasion fleet (despite not having an officer in command in battle, which is a little odd) and one Hawkmoth had an officer. I realize they're supposed to be reasonably capable combat ships, and it's great when they're in merchant fleets or can help out the fast patrols they're fueling, but in proper grand invasion and defense fleets, it's just kinda disheartening to see a pack of three Onslaughts charging forward and knowing you could have taken them on even terms if the AI had just bothered to deploy its capital ships, but they didn't, so you're just going to get hammered. I understand fleet selection might not be something people can really mess with, but I figured it was worth at least asking.

15
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: September 05, 2020, 10:56:23 AM »
You might want to keep an eye out when searching the darkest corners of the sector. (And be sure you have an empty space in your fleet.)

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