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Messages - Anduin1357

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1
What's the ship mode tag for ShieldsUp(100%)? Is it overriding ShieldsUp(90%)?

Also for whatever reason, all weapons aim but don't seem to fire under the new AI.

2
It's stupid that disabled ships also lose their colony item. The ship held together but somehow the hullmod gets destroyed??? This really penalizes aggressive and reckless personalities.

3
Mods / Re: [0.96a] Unusually Gullible Hullmods 0.5.0-RC1
« on: December 27, 2023, 09:48:47 AM »
What does "will not be considered repaired" even mean when it comes to the armor and hull regen mods? It's as unclear as it gets.

It means that after any fight, the lowest hull/armor value you had in battle is what the game will assume you ended up leaving the fight with, and would not consider the 'patchwork' hull/armor you left the fight with through regeneration. If you redeployed the ship in battle, you would be regenerating from the worst state you managed to be in the last battle.

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Mods / Re: [0.96a] Astral Ascension V1.2.6 - A Mod that Uncaps Colony Size
« on: December 26, 2023, 10:00:04 PM »
Version checker - Error: malformed JSON in remote version file at URL “https://github.com/Planetace/Astral-Ascension”

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Mods / Re: [0.96a] AdvancedGunneryControl 1.13.1 - RefitScreen-Integration
« on: December 24, 2023, 02:39:22 AM »
Add a system mode that is ShieldsUp but enforces it all the way to 100% flux overload? I have a hullmod for the AI to use.

Also, avoid enemy range might be good for strict carriers that don't do well or wants to avoid direct combat and artillery.

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Mods / Re: [0.96a] Detailed Combat Results v5.3.3 (2023-05-14)
« on: December 23, 2023, 08:37:50 AM »

I kinda sorta need more space for the amount of hits received in the results summary.

7
Mods / Re: [0.96a] Exotica Technologies v1.7.3 - updated December 14
« on: December 22, 2023, 04:27:44 AM »
Can we have mod settings to buff the wasp defense drones? They don't seem to benefit from skills or hullmods and seem to be comparatively useless where I'm not sure if they're even worth 10 TB or their resource cost.
The drones are pretty much useless in high-tech fights.

Or, perhaps instead of wasps, why not make them unarmed orbiting shield drones?

8
Suggestions / Separate player finances and faction finances
« on: January 28, 2023, 08:17:18 PM »
The player should be paying for things related to their fleet, while the faction pays for colony improvements, patrol fleets, and wars.

Why this makes sense is because the faction should have a much greater earning power than the player's direct actions, and has a much greater financial footprint. The faction is hosting more fleets than the player after all.

How this can be balanced is by limiting how much money can go from the player faction to player by commission just like in normal factions, and having the faction finances actually reflect all fleet and colony upkeep accurately. Building fleets would cost money and all factions can decline just by running out of money.

Hopefully, this would make the game more interesting and punish poor colony building and planning by inhibiting the player from funding their faction through personal actions entirely.

This should also prevent some long-term power creep by punishing capital ship spam with prohibitive construction cost and upkeep over time.

9
Mods / Re: [0.95.1a] Realistic Combat 1.14.1
« on: August 17, 2022, 03:15:50 PM »
Ok, so what's going on with Autopulse Laser? It has 30 charges but I can't actually shoot them - I have to wait 12 seconds before each shot, that's not how autopulse laser is supposed to work (also it's pointless that it has 30 charges, or any charges at all, recharge time is shorter than re-fire delay). Perhaps recharge - re-fire should be swapped?

Yeah, I've actually given up on the whole modified weapon stats thing because it randomly decided that my missile rack that once fired 12 missiles now only fires 5 at once, and non-multiple amounts of ammo reserves.

10
Mods / Re: [0.95.1a] Realistic Combat 1.14.1
« on: August 17, 2022, 03:06:32 PM »
Once that is fixed, it will cause another problem where fighters have weapon ranges being 2-5 times longer than the PDs, but even that problem is less frustrating than ships limiting themselves to using PD, and there's honestly worse problems to solve before that one.

Liral might want to actually detect and buff all PD weapons to increase their effective range against strike-craft, missiles, and highly manoeuvrable targets, with a smaller buff for all small mounts with good or better turn rate.
Quote from: MakoMakoMan
Going back to AI quirks, some of those can be worked around with using Advanced Gunnery Control - e. g I can set PD weapons as "PD" so they only get used against fighters. I can tag expensive-to-fire weapons to not get fired above certain flux levels to alleviate the issue of overloading perhaps (I don't know yet how effective that will be).
I have a message on there for 'PD-priority' so that PD can still shoot at ships once they have cleared out the missiles and fighters, PD damage is still damage after all, but I haven't tried out the new shields yet...

11
Mods / Re: [0.95.1a] Realistic Combat 1.14.1
« on: August 17, 2022, 03:02:32 PM »
I think that PD weapons having really good range is because their projectiles have to be fast to hit small targets like missiles and they aren't blocked by other friendly ships.

The balance is that they usually arent too powerful, and future changes to shields may nerf down the damage.

The shield changes are live, by the way.

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The problem with PD having insane range is that AI targeting priority can be an issue since they like to shoot at the currently targeted ship.

I think you mean that ships are wasting their limited PD ammo on ships that can absorb it easily.  Care to elaborate?
Yes you're right, but also at the same time, in my game, PD can reload so it isn't that crippling.

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I recall from the field manual that the surface armour is 1/13 as thick as the citadel armour,  and that the compartment is basically a buffer space between the surface armour and the citadel armour. A blast in the compartment should break up the surface armour and contribute to its  failure. But that only applies if HE is a blast and not a penetrator.

~1/15th as thick, and remember that the citadel armor itself is quite thick at 150mm for even a Mudskipper (Armor Rating 150), so the surface armor would be 10mm or a full cm.   Each combat screen pixel at 1:1 zoom is 25cm, so each armor grid cell is about 2m on a side.  Destroying the surface armor covering one armor grid cell on a Mudskipper would entail blasting a 4m^2 hole through 1cm of composite armor--thereby likely disintegrating the Mudskipper.
Fair enough... I guess blowing off armour with concussive blasts rather than explosively formed penetrators was too much.
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Some (heavy) fighters and gunships rely on armour,  and with certain settings can become immune to point defences. There is no way to configure them separately from ship stats. Because armour does not degrade,  if PD cannot damage them, then the target ship is effectively defenseless.

Ok, now I understand better!  Thanks for explaining.  What "certain settings" are you talking about, and how do they make these heavy fighters and gunships immune?

It's that kinda mysterious "armorOverMatchFactor", increasing it seems to raise the effectiveness of armour against low damage projectiles.

12
Also also, having a less strict PD mode would be nice since energy PD actually contributes surprisingly well against other ships and it's better to have them spray into the enemy ship instead of waiting to shoot fighters and missiles.
The PD-tag is mainly intended for PD weapons that either have a high flux cost to fire (such as e.g. dual flak) or limited ammo (such as e.g. Bust PD lasers), where you don't want to waste ammo/flux on shots that are unlikely to do much against enemy ships.

For weapons such as the machine gun, I'd recommend simply not giving them the PD tag.

If you mean something else by "a less strict PD tag", please clarify =)

Actually stuff like the machine gun can deal a lot of hull damage on ships with stripped armour, which could be a mode (target hull).

The energy PD that I do have is actually rather good at suppressing shields and is kind of like the machine gun with lots of charges (400) and like all energy weapons, does 1x damage to anything. They actually do better than some of my late-game light fighters damage-wise, but would wish they focused more on their PD job without giving up on ships.

13
Mods / Re: [0.95.1a] Realistic Combat 1.14.1
« on: August 17, 2022, 03:04:01 AM »
I think that PD weapons having really good range is because their projectiles have to be fast to hit small targets like missiles and they aren't blocked by other friendly ships.

The balance is that they usually arent too powerful, and future changes to shields may nerf down the damage.

The problem with PD having insane range is that AI targeting priority can be an issue since they like to shoot at the currently targeted ship.

Anyways irl ships have gotten hit and damaged by CWIS so its still realistic. The rest is just a quirk of fighting in space.

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If the (surface) armour reaches 0 on any part of the ship (maybe when blasted off by high-explosives), I suggest that fragmentation ignore surface armour so that they still have some use even if they can't wreck the stuff further inside.

Anything powerful enough to blast the armor off a ship is powerful enough to blast the ship itself apart.
I recall from the field manual that the surface armour is 1/13 as thick as the citadel armour,  and that the compartment is basically a buffer space between the surface armour and the citadel armour. A blast in the compartment should break up the surface armour and contribute to its  failure. But that only applies if HE is a blast and not a penetrator.

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Fighters end up shrugging off point defense systems, and no hullmod or skills apply to increase damage dealt to fighters or missiles. Is there a conflict somewhere?

Please elaborate: are they absorbing point defense weapon damage?

Some (heavy) fighters and gunships rely on armour,  and with certain settings can become immune to point defences. There is no way to configure them separately from ship stats. Because armour does not degrade,  if PD cannot damage them,  then the target ship is effectively defenseless.

Also,  I'm  running Archean Order TC which has skills and hullmods buffing PD weapons against fighters by 250%, 200%...  but this mod does not apply them.

14
I used to check auto-fire on other ships by command transfer but now that I notice that you can see the auto-fire from targeting, yeah, it only happens on transfer (player control) like you said.

It would actually be nice to have Advanced Gunnery play in tandem with the player with a player-present loadout where select weapon groups can be force-AF

Also also, having a less strict PD mode would be nice since energy PD actually contributes surprisingly well against other ships and it's better to have them spray into the enemy ship instead of waiting to shoot fighters and missiles.

15
Mods / Re: [0.95.1a] Realistic Combat 1.13.0
« on: August 16, 2022, 05:48:52 AM »
IF we're going to do full on realistic combat, may I suggest maybe revamping the damage types? "High-explosive" makes a lot of assumptions on what the damage really is, and I would like to have a way to differentiate between HEAT-style, concussion-style, straight up nuke torpedoes, and maybe a way to get multiple-stage warheads like modern weapons do.

There's also kinetic rod AP and then straight up kinetic slug that spalls the armour.

If there's already a difference between energy beams and bolts, then what about EMP missiles? Those aren't really bolts and get brokenly powerful.

And lastly, any damage taken on top of the sprite is counted as a citadel hit, which makes stuff like flak OP. Space ships are not 2D structures (not to mention that weapons and fighter bays are accessible from the top) and should have the armour on top be considered as armour and then figure some other arrangement out to have and render the hull (citadel) inside.

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When in a pursuit situation, the bigger maps can place the flanks too far away, and the distance forwards that they are placed at do not scale with map size or is configurable. All pursuit engagements end up being a literal chase which is funny but not fun. Either allow us to scale the map width separately or add an offset distance to pursuit map flanks.

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If the (surface) armour reaches 0 on any part of the ship (maybe when blasted off by high-explosives), I suggest that fragmentation ignore surface armour so that they still have some use even if they can't wreck the stuff further inside.

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Fighters end up shrugging off point defense systems, and no hullmod or skills apply to increase damage dealt to fighters or missiles. Is there a conflict somewhere?

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Can we at some point have an entirely custom bitmap for armour values so that ships aren't well-armoured all around? Especially engine sections and fighter bays.

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CR rating decrease based on hull instead of citadel damage makes less sense, the crew are mostly in the citadel and aren't so affected by hull integrity falling apart outside the citadel armour.

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Some comments in the settings would go a long way to documenting what they do.

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Fighters can have a really hard time targeting each other, and so do some frigates. Maybe give them a range buff vs fast targets based on manoeuvrability?
Also, a fighter deployment range multiplier would be real nice.

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