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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - Agalyon

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16
Mods / Re: [0.9.1a] High Tech Expansion v1.2.0
« on: January 25, 2021, 06:17:48 PM »
Dang, were the Arc Emitters THAT good? I didn't get to mess with them much.

17
Mods / Re: [0.9.1a] ApproLight v0.8.6-RC1 (2020-12-29)
« on: January 25, 2021, 03:31:52 PM »
Originem, if you still need help translating I'd be willing to help. I sent you a message (I think, if it worked) with some details if you're interested.

18
Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
« on: January 22, 2021, 06:19:24 PM »
So just some quick-ish feedback, I haven't played with VIC stuff extensively yet but I've noticed a few things I think are worth commenting on, especially now that we have a first balance pass out (great job btw, everything is very high quality all around.)

First, the Shturm Overhaul still costs what it used to (5,10,15,25) not the new values in the patch notes. Not sure which is intended, but there you go.

Leading from that, I'm not sure some of the hullmod changes are justified. The new cost of Shturm Overhaul (which I just realized is conveniently also abbreviated SO, nice,) the totally removed range from IAS, and the additional downsides in general. I really like the idea of the additional downsides, but their cost seems a bit extreme to me with the exception of IAS, enough that I'm not sure I'd really ever consider using them on non VIC ships (or stacking them.) Range is already essentially cut with IAS precluding range mods, and since the shield emitter is more of a side grade to hardened shields, losing 25% speed is pretty brutal. The Fervor Protocols I'm not sure what to make of due to its extremely polarizing effects, so I'll leave that alone. 

While VIC Brand Shields pack many effects into a reasonably priced mod, it would take much more to be willing to trade 25% of your speed away for it, as that is going to make you weaker both offensively and defensively, which doesn't help its case as defensive mod. IAS is also hard to examine because of its strong positive effects, but while its secondary downside is comparatively small (and much more fair I think, due to its functional similarity to vanilla SO,) its hard to say if having no range at all is good enough, especially if you're balancing with only VIC weapons which tend to lack range in the first place. This is just my 2 cents, you should probably wait and see what other people think. While I'm sure there are some cases where its very powerful, I find myself not typically inclined to use it unless I want its juicy 20 speed on very slow ships and am willing to pay any price. The huge flux discount and projectile speed seem somewhat misplaced to me, and even using a very close in gameplay style, I rarely want to use this mod on cruisers and capitals despite the attractive 20 speed.

Lastly, Shturm Overhaul seems like a costly side grade to me, rather than a straight boost. While that is probably intended, I think the old OP costs are probably best for this. I tested this mod the most, and at least in my case ships often performed roughly equally with and without it, and skipping it usually had much more stable results. I was originally going to say I think it would be okay at the new costs with a slight speed boost, but that sort of steps on the toes of IAS which it already pairs nearly perfectly with, as they both cover eachothers weaknesses, providing range and speed respectively. This also likely has some kind of overpowered interaction out there I missed, but I would be much less afraid to buff this one as you have extremely specific control over the ships its applied to, so fringe cases are minimized.

[EDIT] I wasn't sure how stacking the secondary debuffs worked when I made this, but seeing that they combine and you get debuffs is pretty gnarly, I cant think of a time where it would be worth it. Maybe only have the debuff of the second mod you add or something? I dont know.

One final note, the Thamuz seems a bit broken in a bad way now. Its abysmal max speed means it all but requires IAS which feels a bit strange considering the total lack of range at that point. While the other adaptive assault ships also have this problem, their smaller size and thus more normalized range hurts much less than on a cruiser, but still seem to all really want IAS. While you could certainly skip it for range, it feels like a sitting duck at that point. Combined with the adaptive assault counting PD weapons (I think the new AA is great btw) eating into your OP, being extremely vulnerable to flanking, etc it doesn't feel very good. I'm not sure what I personally would do to change this so I dont feel good commenting on it, but it feels like being forced to choose between dreadnaught speed or pitiful range.

All and all, VIC is great though. It has a really unique style and I can feel their vibe in all their ships and weapons. Its really an instant classic, and you've done an amazing job.

19
Mods / Re: [0.9.1a] More HullMods 1.7.0
« on: January 18, 2021, 06:46:35 AM »
That unstable shields nerf seems EXTREMELY harsh to me. I think either of the two changes would probably be fine on its own but together its hard to justify ever using it.

[EDIT] With some more testing, I think I was too hard on the change, or maybe the changelog isn't really accurate? Its hard to tell exactly whats going on with it. The changelog doesn't mention it now also takes longer for shields to START decaying while deployed, which does make a big difference. I still dont like how long they have to be down to START "repairing" though. I think taking 6 seconds to recharge fully is fine, but the new long delay means you almost have to be totally out of a fight to start getting them back. I think this is bad because it just encourages and rewards shield flicking even more than it did before, especially with ships that have normally terrible shields.

Maybe experiment with having the shields both decay and recharge very slowly, but start recharging almost immediately when closed. That way flicking wouldn't be as good, and making the choice to let them deploy more isn't as permanent of a downside.

20
Mods / Re: [0.9.1a] Underworld 1.4.7
« on: January 10, 2021, 08:49:29 PM »
Yo that is absolutely wild. Can you give some more technical details on how the upgrades work? I assume theres no way to get this thing without that custom start and I really dont want to restart right now.

21
Mods / Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« on: January 09, 2021, 11:21:23 PM »
AI is pretty inconsistent, if it was more aggressive (especially in a frigate) it would probably jump in and get surrounded and one shot which it honestly does a lot anyway. I call it stage diving.

What might do what you're after is an aggressive officer, as they try to use all their weapons. IF that doesn't force it to switch out of fast mode then it might actually be on Tarts end, but I doubt it.

22
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: December 30, 2020, 06:17:28 AM »
I noticed that you pay slightly to have academies store your officers after training which shows up in the monthly report. So heres a funny idea, how about make the repair bays have a cost to store your ships? It could be 10 credits but it would show up with the location. I know its hacky, but I think its worth mentioning at least.

Great work overall though honestly, I love the mod. Everything feels so welcome and useful.

23
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: December 30, 2020, 04:07:30 AM »
Is there anyway we could have an intel tab showing what officers/ships/etc you have in other stations (or yours, since you could have several) academies and repair bays? Or if im blind and there is one, whats it called.

24
Mods / Re: [0.9.1a] Interstellar Imperium 2.2.3
« on: December 27, 2020, 02:18:16 AM »
Happy belated holidays DR, thanks for all the Christmas updates. The new changes look very cool, Scutums especially. Im glad fundaes got some more ammo too.

25
Mods / Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« on: December 15, 2020, 11:09:21 AM »
Are the Nova and Onyx changes the part that isn't implemented on existing saves? Im excited to try the new ships, they seem really cool. Great name on the Adze too, very fitting.

26
Mods / Re: [0.9.1a] Luddic Enhancement Mod 1.2.4a
« on: December 13, 2020, 05:52:17 PM »
The download is broken I'm pretty sure

27
Mods / Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
« on: December 07, 2020, 03:52:55 AM »
Do you think the Brighton hullmod for normal ships (not the scav/redacted) is maybe a bit too rough? Im a big fan of lowered logistic costs but the double flux + shield nerf together is really rough. I think if you want both of those are once it should probably be much lower of a change, to say nothing of all the other negatives.

That being said, great update overall. I'm happy to see Brighton getting all this new stuff, I loved their reconstruction ships and them getting even more fleshed out is great.

28
Mods / Re: [0.9.1a] Mayasuran Navy 8.3.2
« on: December 07, 2020, 12:43:19 AM »
This new stuff (and changes) all looks awesome, I'm excited to try it. The frigate in particular is very interesting, thats a really neat idea. Thanks for adding bulkheads do the Scaramouche too.

As for built in vs modular weapons, I'm honestly pretty torn. I think if I had to pick a sufficiently interesting built in would take the cake as those are always awesome to play with and build around but tbh anything is nice.

29
Mods / Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
« on: November 29, 2020, 03:44:27 AM »
Real battle on my side, no officer, I started piloting it and switched to auto (retreated). No mods that affect officers or AI.

30
Mods / Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
« on: November 27, 2020, 02:45:02 PM »
Haha thats amazing, I was about to report the marksman CTD but you've already updated. Amazing work as always.

EDIT: Unfortunately it seems like it didn't quite work, I just got another CTD from the marksman.

Spoiler
java.lang.NullPointerException
   at data.scripts.weapons.SKR_marksmanEffect.advance(SKR_marksmanEffect.java:87)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

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