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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - Sandor057

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31
Suggestions / Re: Fleet size limit, talents, and state of end game
« on: July 31, 2022, 02:59:19 PM »
Is there also an easy way to modify the bonus from officer management/other player skills?

Changing skills is a bit more technical. There's info on how to do it here and an in-depth explanation here.

The short of it is that you need to go into the ...starsector_folder\starsector-core\starfarer.api.jar file. Inside there you can change the skills directly at \com\fs\starfarer\api\impl\campaign\skills. For most skills a little coding know-how should be sufficient to increase or decrease the existing effect, or change the thresholds, but on the whole java knowledge is preferred. As that language is an abominat... I mean something I'm not quite proficient with, I did not meddle with skills all that much. There are some mods which assist with e. g. changing skill thresholds. So best of luck if you give it a go.

Also, start with making a copy of starfarer.api.jar. Just in case.

32
Suggestions / Re: Fleet size limit, talents, and state of end game
« on: July 31, 2022, 12:06:53 PM »
My two cents on this is that there seems to be a definite direction development is aiming for and that is to favour specialised, gimmicky ship and fleet builds in smaller-scale battles, contrary to huge brute force fleets (however fun they are). Few capitals, a strong force of cruisers, some destroyers I guess and a few specialised frigates. I don't think it will change a lot in future releases, so the preferred playstyle will either be balanced fleets (for early to midgame) or specialised fleets (for mainly REDACTED hunting).

That said, I don't much enjoy the arbitrary deployment limitations of the DP system and have messed around with the fleet size limit as well. Technically you can adjust both stats (and way more, including officer limits) in the settings.json file, but if you don't know it's possible it's not exactly obvious. Also, no way to adjust it from the game's settings.

Spoiler
You need to go to here within your Starsector folder: \starsector-core\data\config
Then open the settings.json file and find these:
   "maxShipsInFleet":30,
   "maxShipsInAIFleet":30,

Change the numbers to one you feel would be better, save and you're done.


If you want more ships though chances are you will need more deployment points as well. It is sufficient to change the "maxBattleSize" variable for that in the same file.


For officers you have two variables. One for the AI and another for the player, them being:

        "officerAIMax":10,
   "baseNumOfficers":8


[close]


33
General Discussion / Re: cheap(dp) efficient ship?
« on: May 01, 2022, 02:35:36 AM »
Basically what Schwartz said. Also, forgo officer skills and go for Support Doctrine and boom, Apogees will be 14 DP. You can kit them out for a variety of roles to boot. Give the majority Locusts, then grab some with Hurricanes and Squalls for "artillery", and I'd recommend Cyclone for your flagship.
In the event that some smaller ships would still cause issues with the Locusts constantly swarming give a few of them Converted Hangars and mix in some Talons and Gladiuses, whichever is permitted by OP.

34
General Discussion / Administrators, colonies and glowing blue balls
« on: January 04, 2022, 06:56:27 AM »
There comes a time in most games one plays when a colony has to be established. One can have many reasons: found a profitable system, great modifiers with low hazard on a planet, too much storage space is used up by all the cool guns you are carrying, or you simply like the colour of the planet. All valid and relevant reasons. The next thing you need to decide is how you'll set up that colony you've just founded. Are you going to get Heavy Industry right away? Focus rather on stuff that nets you cash? Do you have the reserves to queue up a few structures? Can you do it with multiple colonies without going broke?

Once all that is done, one thing you need to decide from the moment the colony exists is who's going to govern it?

Here comes the part when I rant about what changed in the last few versions regarding colony management skills, administrators, costs vs value, and the good old days in general.

So first off, what new players will have to realise quite soon, is that right off the bat you can only have a very limited number of colonies without penalties (2 governed by the player and 2 more governed by admins). The other thing one can't help but realise is that there is only 1 skill affecting colonies currently the player or admins (in which case it's a watered down version) may get: +1 stuff produced and 50% more Heavy Industry ship production value. Starting out, choices here are hard. For the player, the skill competes with practically every other one, and as it does not affect your fleet in any direct way, it is easy to pass on it. For admins however, it's darn expensive. The production bonus can help if the colony produces valuable commodities, however it's not that useful for all situations.

Now to contrast it with how it used to be, admins used to be able to get 2 skills (out of 3) at max and had lower costs in comparison. The skills were +2 stability bonus, +1 industry production and +20% accessibility bonus (although I am not entirely certain about the third one anymore). You could boost accessibility for farspace colonies, boost stability during a raid or otherwise mix and match admins to maximise profit. This versatility is currently missing.

And now for the meat of the matter: the glowing blue balls, aka Alpha Cores. There are some slight differences between them and administrators. First off, they can command ships. Which is neat. Second, they get the industry skill, without billing you 20k per month. You can also assign them to industries and structures for various kickass effects and so on and so forth. The Hegemony gets a bit *** and the pathers will not stop hassling you, but hey, you were going to have trouble from them in the long term anyway. On, and there is another great characteristic they have. You can have a bazillion of them and and colonise the entire Sector if you so wish.

So considering the above, if the player forced, or at least coerced into using AI Cores in the long run? Sure, initially it is beneficial to only have colonies using admins, so that you don't *** off the Hegemony before you can handle them, but still, if you want to roleplay as an honest to Ludd pather, you cannot claim all habitable worlds in the name of Ludd without AI interference (or editing the settings file for a more reasonable admin number like 200 or so). While combat is undoubtedly the focus of the game, are there others also a bit bugged by this? I know, it's not a 4X game, still, small size 3 outpost colonies at strategic locations should not be too much to ask for, are they?

35
General Discussion / Re: What's the point of the base Legion?
« on: December 20, 2021, 05:54:25 AM »
I have not yet gotten the time to try it out with the new update, however I've always thought that it was a good fire support/strike battlecarrier. I usually give it 2 Gauss Cannons, 3 Dual Flaks, 2 Pilums, 4 Vulcans and 4 Broadsword fighters. ITU + Expanded Deck Crew is a must. The OP I have left is used for vents and Integrated Poind Defense AI.

This won't be that good for 1v1 situations, but it'll work really well for hammer & anvil tactics. It will eat fighters and bombers sent at it and will pound the shields of anything in range. While it lacks in direct killing power it will enable other ships to go for nearly overloaded ships with ease.

In regards to resources though, it is terrible. Efficiency Overhaul alleviates this a bit, but it will still remain expensive. So if you want a more killy capital for less maintenance, then just about anything else is better.

36
General Discussion / Re: best pillum platform for full pillum fleet?
« on: December 07, 2021, 06:41:30 AM »
I guess one could approach using as many Pila as possible per DP, however, for some extra staying power some sacrifices could be made on that regard.

A Pilum is great once it hits the hull of the enemy, but unless we're talking about derelicts or some Low Tech ships, you'll have to consider taking down shields and occupying PD. I'd say using a few big guns for that purpose (Gauss + Mark IX) should be sufficient. Spamming as many Broadswords as possible would then take care of the PD issues. More eloquent options may be present, but this is all I can think of without some actual in-depth testing.

37
General Discussion / Re: best pillum platform for full pillum fleet?
« on: December 07, 2021, 05:30:19 AM »
I'd say a mix of Low Tech and Midline ships with sufficient Medium Missile/Composite slots, and Kinetic guns, so that the shields can be taken care of. So that would be a few Legions, 5 Pila each, with Gauss Cannons. Then some Dominators, with Mark IX Autocannons and 3 Pila each. If the goal is to spam as many missiles as possible, I'd say Falcons (P) would provide adequate support in that regard, and would have decent survivability as well, thanks to their speed. I don't use Vigilance much, as they are a bit sluggish and delicate to stand on their own and as bigger ships would already bring more missiles I think some Lashers or Wolves should be enough to cover your big ships.

As for destroyers, I don't think there are any particularly good options to be outfitted with Pila. Perhaps Condor, due to the fighter support it also provides, or maybe a beam Shrike?

So I'd use 2 Legions, 2 Dominators, 4-5 Falcons (P), 2-3 Condors, 2-3 Hammerheads, 2-3 Lashers, 1-2 Wolves, 1 Atlas, 1-2 Prometheus. Generally I'd use a lot of ECCM hullmods and fit any ship I can with a Converted Hangar. According to my calculation this would result in more than 32-33 Pilum mounts at least. That would be a decent spam I guess.

Now, I don't know how effective this tactic would be against a fleet which has a few interceptor wings or 1-2 dedicated anti-missile cruisers, but I'd say the above ships would be able to spam the most Pila at any one time.

38
Suggestions / Re: Administrator Skills
« on: November 10, 2021, 03:18:42 AM »
I think your proposed skills are rather solid.

The only thing I'd like differently is the Pollution removal or, somewhat similarly, a potential Decivilized Subpopulation removal. I'm not a fan of just a random chance of x possibly doing something, I'd rather welcome a sure, if costly and lenghty option to do so. One, that nonetheless has a certain outcome.

Also, with this many skills an option to customize admin skills would not be all that terrible I think.

39
General Discussion / Re: Are non-aggressive officers useful?
« on: October 25, 2021, 12:27:49 AM »
In my experience, while in "standard" battles they usually do decently, aggressive officers are just too careless when approaching Redacted or (mainly) Phase fleets. You can circumvent it with assigning defend orders to them, but that is also not foolproof.

Steady is good if you just want the bonuses and no distinct behavioural changes.

Cautious is for when you only want to use those Gauss Cannons and fighters on your Legion or Tachyon Lances on that Paragon and not much else.

Reckless is for the fireworks. Something will explode. It's just likely, that it will be your officer's ship.

Timid officers are best used for clicking that "Dismiss" button as soon as you get them.

40
Suggestions / Re: Pirates Ships
« on: October 23, 2021, 01:26:08 AM »
Sell blueprints on the blackmarket. Pirates will learn them after a while and start using those ships/weapons/fighters in their fleets, with a bunch of dmods of course.
I do think there should be more pirate variants as well though. A venture(p) with some different mounts or replace the mining pods with a proper fighter bay, or redesign of the starliner similar to the colossus and atlas.

Yeah, I know that pirates will use blueprints sold on the black market. What I meant is also for there to be more pirate variant ships. A pirate Dominator or pirate Heron would not be entirely illogical, I think.

41
Suggestions / Re: See com ranges on maps
« on: October 22, 2021, 03:15:27 AM »
Would be quite useful. It feels sometimes a bit annoying getting just a tiny bit out of the range and having to circle back a bit to see where I can take my recreational dru... I mean organics, food and domestic goods.

42
Suggestions / Re: Pirates Ships
« on: October 22, 2021, 02:22:53 AM »
I also think there should be more ships having a pirate variant, even if sub-par to the original. It would add a bit more flavor to the endless Venture + Mule spams.

43
During my first playthrough I avoided carriers due to them not being shooty enough. Obviously I was following the logic of big ships and big guns. Then I met a League bounty fleet using mostly carriers...

Oh boy...

Thunders quickly mopped up the few frigates I had and kept harassing my destroyers throughout the battle. Broadswords were annoying to all ships, raising hard flux levels bit by bit and taking some amount of concentrated firepower to bring down. Did I forget to mention, that I had only the bare minimum in PD weaponry as well? That did not really help against the fighter swarms. Integrated Point Defense AI was a hullmod I thought of as completely unnecessary and as such, decoy flares can be a b*tch, let me tell you that.

And now about two bombers: the Khopesh and the venerable Piranha. Them not being able to hit anything is valid critique, inasmuch you are trying to hit frigates and destroyers with them. Their combo simply wrecks cruisers and capitals! I just gasped when my Onslaught's armor evaporated after the Kopeshes' rockets, leaving its poor hulking mass an easy prey for the Piranhas' bombs.

In the end, the fight was won, however I've had 8 ships remaining from about 25 I had before the fight. Point is, since then I employ a few carriers as soon as I am financially able in my fleet.

But to be more on topic, my experiences with low lech fightercraft are:
- Broadsword: a decent fighter for any scenario, can't go wrong with it, really. There are better fighters for specific roles, but if you want a good generalist with solid staying power, get this one.
- Khopesh: hit big ships with it, those rockets shred them to pieces.
- Piranha: see Khopesh.
- Perdition: unfortunately, they are vastly outshined by slightly more expensive, or even cheaper bombers. I'd take a Khopesh instead of Perditions any day.
- Talon: Talons are a category in and of themselves. Do you like to see a lot of fighters massing around? Do you want to have cheap fighters in your Converted Hangars? Are you indifferent towards heavy losses? Then slap some Expanded Deck Crew to your carriers, convert the hangars of all the ships you can find and see the absolute massacre of dozens of talons as they are doing their best WWII kamikaze impressions! If you have the crew count, you can drown your enemies in inefficient fighters. It is total madness, but hey, so long it works?

44
I wholeheartedly agree with the idea. Perhaps making different types of ships would also be beneficial?

Currently the clearly differentiated ship types are Automated, Military/Militarized, Phase and Civilian ships. However, depending on their function, they could be categorized into different groups. Carriers, exploration vessels, combat-converted ships and logistics vessels all have different roles, and as such, should or should not a specific skill type. The Valkyre or Phantom have no right to take up military fleet points, while at the same time a buffalo with Militarized Subsystems has no right to count as a combat ship. I could imagine this working as build-in hullmods which give no bonuses other, than categorization for the ships. Or perhaps a new feature making it possible to assign ship types to combat roles (e. g. assigning the "Assault" tag to the Atlas Mk. II Superfreighter would make it a combat ship).
This would make it kinda necessary for the player to set ship tags and not just have a bazillion "Custom" ships. Not everyone would like it I guess. I find customizing my ships fun though. Anyway, that's my 2 cents on the matter.

45
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: October 13, 2021, 12:29:25 AM »
Considering later replies, Dark Revenant is busy updating his mods. With the next update (possibly) coming soon(ish), I'd not be surprised if the mod would only be released/updated to match the new version.


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