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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 - WeiTuLo

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16
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: June 21, 2021, 07:55:12 PM »
Nice!

17
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: June 21, 2021, 03:01:48 PM »
Thanks for taking a look! I'll let you know if it shows up next patch. Or if I figure out how to upload videos.

I uploaded the video. Also had it happen in the Last Hurrah refit simulator with no officer.

18
General Discussion / Re: Your best themed playthrough ideas?
« on: June 21, 2021, 01:39:18 PM »
I want to try a mostly/all Atlas MK II fleet. I think they can do pretty well in two groups of ships escorting each other. The fuel is a killer though.

A fellow man of culture, I see!

And Prometheus MK II shall bring the Infernal Fire.

19
I think the limit is around 16 or so. More than that, and the "nearly guaranteed" recovery isn't so guaranteed anymore.

20
I would have carriers send out a lot more fighters at once, but have the fighters be more careful so they don't die needlessly. They would return to the carriers to repair and refit as needed.

21
General Discussion / Re: Noob needs help with ammo
« on: June 21, 2021, 01:13:59 PM »
Also, if CR is too low (like 40ish and below), you might not enter battle with all your missiles. Same thing can happen if you fight a battle, use all your missiles, then fight another battle immediately after. (like pursuit/being pursued, or if they decide to fight you after retreating without returning to the campaign map.)

22
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: June 21, 2021, 01:00:25 PM »
I can try it - worst case I'll just install Detailed Combat Results, it's just one mod.

fractalsoftworks [at] gmail [dot] com

Thank you!

File and screenshot sent under header "Steady Conquest Moving Into Flak Cannon Range". Running RC15. It shows up most of the time when fighting 2 Onslaughts at once, without burn drive use. Also shows up reliably vs Paragon.

It also tries to do it with dual flak, but it happens more rarely, perhaps because of high flux from getting so close.

23
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: June 21, 2021, 12:34:58 PM »
My steady Dual Gauss Cannon Conquest officer tried to get flak cannons into range so often that I completely removed PD from the ship.

Are you sure that's what was going on? The AI makes a distinction between PD and non-PD and a steady officer generally speaking shouldn't do that (unless, perhaps, ordered to Eliminate a target), and I'm not seeing any hints of that behavior with such a loadout. If you've got a case where I can see this behavior in a vanilla simulator setup, I'd love to take a look!

Only mod I have is Detailed Combat Results, are you able to accept a file with saved results from that, or is a version without it better?

I just tested it with two steady officers. Without the flak cannon, the minimum range is 1750 from ATU and the skill, and on autopilot it would happily stay around 1900-2000 units away from Onslaughts/Paragons.

With the flak cannon, even when I changed my fleet doctrine from Aggressive (3) to 2, the Conquest would still try to close to ~1250 range of the Onslaughts or Paragon. This was with a flak cannon in its own weapon group (#7).

Testing the flak cannon in weapon group 4, this did not happen in one run, but happened in subsequent runs. It also happens if I put the flak cannon on the side opposite to the broadside.

24
General Discussion / Re: Your best themed playthrough ideas?
« on: June 19, 2021, 11:17:23 AM »
I want to try a mostly/all Atlas MK II fleet. I think they can do pretty well in two groups of ships escorting each other. The fuel is a killer though.

25
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: June 19, 2021, 11:15:52 AM »
So between the new destroyer's hullmod and the latest AI change, are we getting a snipe order or anything to force AI to engage from maximum range?
Correct me if I'm wrong, but don't Steady and below already do that?

My steady Dual Gauss Cannon Conquest officer tried to get flak cannons into range so often that I completely removed PD from the ship.

26
When it was possible for Xyphos to escort ships other than their own, other carriers would often send them to help, but the Colossus would almost never do it, limiting their usefulness.

27
In RC15, a 20 DP officered Heron will often do less damage than an 8 DP or 6 DP frigate. Sometimes even a Wolf will do more damage. But they can provide important anti-fighter/bomber cover for your ships that are vulnerable to them, like the aforementioned frigates. However, it is very expensive to do so nowadays.

Even the formerly cheap Colossus MK IIIs cost 1 more fuel/LY now, and the now weaker fighters get the full debuffs from the hangar type on top of that. So not only do they take more damage, they are slower. I think in 0.91, the dmod debuff halving skill would also apply to fighters/bombers, but that skill is no longer available.

A fast, cheap fighter/interceptor only carrier could help mitigate this.

28
Suggestions / Re: Atlas MK II, Prometheus MK II, and Buffalo MK II
« on: June 15, 2021, 06:14:11 PM »
Double post from edit somehow.

29
Suggestions / Re: Atlas MK II, Prometheus MK II, and Buffalo MK II
« on: June 15, 2021, 06:12:37 PM »
I brought an Atlas MKII to a 300 DP or so Hypershunt fight, 0 casualties this time. It had double MIRVs and double Gauss Cannons.

30
Bug Reports & Support / Re: The Typo Thread
« on: June 13, 2021, 08:43:56 PM »
Sindrian officer selling lobsters in the bar says "cyro-stabilized" instead of "cryo-stabilized".

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