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Messages - Ruddygreat

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46
Perhaps I have been pursuing the optimal solution too much, but I still want to say that I don't want to see DEM in the 0.97 game become the only answer

also yeah, I think that this is a "trap" that a lot of the active / optimization-focused players fall into - the game isn't really desgined to cater to them (at least, imo), so a lot of the stuff that's fine for a "normal" player can be fairly easily exploited.
E.G. the video down below* was linked in the discord & the fleet used in it is basically purpose-built to break the game, I think it's fairly reasonable to say that a "normal" player would never concoct something like this & that this kind of thing shouldn't be what the game is balanced around.

*Edit : the video link looks real wierd when it's in the middle of the sentence so I'm sticking it down here


47
If anyone thinks Aurora does more damage than Retribution, their build needs serious work then. And it's going to get even better with charge based Storm Needler and buffed Thumpers.
the aurora does have less outright DPS potential, but it's otherwise much more capable of using what it has due to it's better flux & maneuvrability.

Not sure how Onslaught can clean up stuff faster than Retribution in any universe. Entirely different role.
4 front-facing PCLs + the rest of an onslaught allow for frankly unholy amounts of DPS. It'll be slightly more reasonable next update with the PCL nerf, but only slightly.
Comparing the retri to a slaught is pretty unfair, but even vs a similar (in role, if not cost) ship like the ody it still doesn't exactly look good for the retribution (same flux cap, same hull, worse armour, worse diss, worse shields, no bays, etc)

48
Still way less effective than good old kinetic guns + HE missiles. Also I don't get how often I hear that Dragonfires hit often, in my experience the missile gets to fire its laser maybe 60% of the time, if that even. And I'm hardly the only one seeing that.

I mostly agree w/ grievous re: DEMs - they're good generalists but putting any amount of thought into a fit will quickly make something that just works better most of the time. I suppose them being a reliable fallback option is "bad", but they only really become good when you actively spam them (or against something with low range PD) & you can say that about basically every missile in the game.

though I'm more w/ fossic on the retribution, it's just flat out not good enough to have all of it's weaknesses, especially with a system that forces it forwards.
And as for it being a glass cannon that picks off smaller ships : that's a massive waste of 35dp; you could bring a doom or aurora in for the ~same price & have them perform better at that role.
Or two harbingers / three hammerheads / two hyperions / 4 tempests (etc etc).

49
General Discussion / Re: Colony basics
« on: January 29, 2024, 05:49:57 AM »
I sometimes see players stating that they "make 800k a month" - but I wonder how? I don't get anywhere near this ... am I building the wrong things at the wrong places?

one thing I'll note to start with is that those people are probably using one of the various terraforming mods (or just console commands) to make a planet / set of planets perfect for colonisation, getting ~800k out of a single system needs basically perfect planets.

which brings me to my second point, those planets all kinda suck.
A is alright, but B & C have no real redeeming qualities outside of being in the same system as A. B is kinda just empty, while the ultrarich ore & hazard conditions on C make it not really worth colonizing imo.
though if you do want to colonize them (or the colonies are too large to abandon), I'd do something like this :

A - mining, refining, fuel prod & heavy industry for the industries, waystation, patrol hq, star fort & ground defences for the structures.
B - mining, refining, fuel prod & high command for the industries, waystation, star fort & ground defences for the structures.
C - mining, farming, light industry & commerce for the industrues, waystation, patrol hq, star fort & ground defences for the structures.

and as Megas mentions, special items & alpha cores are extremely useful for bumping up profits (and why I think that C is a pretty bad planet; ultrarich ores blocks the farming item), you'll want to use them whenever possible.

50
Modding / Re: Industries: Modding production & demand
« on: January 29, 2024, 05:19:30 AM »
yeah, that's all handled in the industry's script.

It's like that because it allows for way more flexibility (while also keeping the CSV reasonably readable); any "code-free" method would sorta have to have some annoying constraints that even a simple script can completely avoid.

51
Modding / Re: [HELP] Baseline Modding Script Tutorial
« on: January 27, 2024, 11:40:49 AM »
to do something like this, you'll probably want to use the onGameLoad() method in your mod's modPlugin.
(a modPlugin is just a class that extends baseModPlugin & has it's path listed in your mod_info file's "modPlugin" field)

the code itself is pretty simple, just this within that method

Code
        for (FighterWingSpecAPI spec : Global.getSettings().getAllFighterWingSpecs()) { //get all fighter wing specs
            switch (spec.getRole()) { //switch case for the role
                case BOMBER:
                    spec.setNumFighters(Math.min(6, spec.getNumFighters() + 4)); //set the size!
                    //limits it to 6 because wing sizes over 6 will make the game crash
                    break;
                case INTERCEPTOR:
                    spec.setNumFighters(Math.min(6, spec.getNumFighters() + 5));
                    break;
                case FIGHTER:
                    spec.setNumFighters(Math.min(6, spec.getNumFighters() + 6));
                    break;
                default:
                    spec.setNumFighters(Math.min(6, spec.getNumFighters() +69));
            }
        }

you can also achieve this through the use of a hullmod's advanceInCombat() method, though I can't quite wrap my head around how it works - check out reserveWingStats in the API for an in-game example of that

52
Modding / Re: [0.96a-RC10] AlvissSector
« on: January 25, 2024, 10:41:47 AM »
download it and find out, you won't be disappointed :^)

 or if you're boring, have a description
it automatically replaces every single loaded sprite with with Alviss's portrait, it has to be seen to truly appreciate it's majesty
[close]

53
Modding / [0.96a-RC10] AlvissSector
« on: January 24, 2024, 02:09:17 PM »
AlvissSector
A.K.A
The Greatest Mod That Will Ever Be Created
compatible with all other mods, though you will need to disable graphicslib shaders for the optimal experience
safe to add to and remove from any save

54
Modding / [0.96a-RC10] Armour Visualiser
« on: January 24, 2024, 02:00:13 PM »
Armour Visualiser
A small tool to help with visualising the current state of your ship's armour grid
also weapon arcs because I didn't like the other mod

Can be added or removed from a save at will
Has lunalib integration for custom keybinds & colours

Armour Grid Visualisation
Each grid cell is shown as a square of the chosen colour, going from opaque to transparent as it's health is depleted
default toggle key is f5 for the player, f6 for the currently targeted ship.


[close]
 Weapon Arc Visualisation
The arc of each weapon in the currently selected weapon group is highlighted in the chosen colour
default toggle key is f7; can be set to show every single arc at once instead of the selected group


[close]

55
Mods / Re: [0.96a] Tahlan Shipworks
« on: January 22, 2024, 09:32:17 AM »
I have a question about Metafalicas' ability to change ammo type in Phira: shock cannons change dmg type do energy and increase overall dmg by 20% and impact driver makes it kinetic type dmg but decrease overall dmg by 15%? Am I understanging it correctly? If so why would I ever use Impact Drivers over Shock Cannons?

kinetic damage deals double damage to shields; even with the damage loss they're still much more effective vs shielded targets

56
Bug Reports & Support (modded) / Re: Crashes after booting up the game
« on: January 21, 2024, 03:02:56 PM »
seems like something's gone wrong with caymon's pack, try reinstalling it?

57
not really a bug so I'm posting it here, but renderShipWithCorners checks for if the spec's ID ends with "_wing" instead of checking for the type of the spec, which can cause wierd & annoying to track down crashes with "improperly" ID'd fighter wings.

58
is it possible to easily replace ship stats and weapon stats without having to just directly override the original files?

yeah, just provide your own ship_data or weapon_data csv & it'll get overriden in the same way as the hullmods

59
General Discussion / Re: question regarding <redacted> ships and dmods
« on: January 15, 2024, 01:52:25 PM »
those ships have a specific tag that makes them completely unrestorable, nothing will ever get rid of those dmods

60
General Discussion / Re: Why couldn't Domain restore Earth
« on: January 15, 2024, 09:38:40 AM »
Mostly because they just didn't want to & had no reason to, imo
the true and accurate history, which is effectively the only "lore" document the game has has a section on it which basically confirms this -

Quote from: Ayomide Callisto, in the "hyperspace expansion" section of the true and accurate history
“The Luddics make a great fuss about the significance of the devastation of Old Earth. This author will concede that, like stories of the first rockets to escape Old Earth’s gravity, it possesses the mythological resonance of a sort of threshold of history. It allows one to point and say that yes, right then is when it all changed. Certain historians describe this event as an end to the collective childhood of humanity, though a less romantic perspective might reason that the majority of human population and industry was almost certainly off-world and increasingly out-of-system anyway. The Old Earth was just a symbol by then anyway. It is nonetheless a fitting turning point with which to understand the shape of human civilization to come.”

But luddics are post-collapse aren't they?

yes, though they exist in the same universe as everyone else, they've got the same historical & cultural context for what "earth" is as the rest of the sector.
though I think that Nettle's being too reductive; the luddics aren't against technological progress per-se, more just against the insane laws-of-physics-obliterating stuff that the domain cooked up (see: the cryoarithmetic engine and friends).

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