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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Brainwright

Pages: [1] 2 3 ... 46
1
Honestly, this looks like a different sort of combat to what we usually see in Starsector, where a fleet is built to eliminate the opponent on sight instead of the usual shield tanking combat.

It's interesting, and I wonder if other civilian ships could be made to accommodate it and make disengage fights slightly more possible.

2
You will get less loot if you recover ships, because by recovering ships, you're not scuttling them for resources.  It's pretty minor.

3
General Discussion / Re: Scrab is awesome.
« on: September 20, 2024, 11:02:41 PM »
Yup.  I usually use it if I find it.  Pretty much the exemplar of high-tech ships.

4
Suggestions / Re: Wait For Raid Results
« on: September 10, 2024, 10:36:46 AM »
Yah, I would prefer if there were a number of maneuvers you could do before initiating the raid that would increase your chances.

Also, most of the suggestions here would require changes to the way system patrols work.  At the moment, it all just gloms into one place, so the patrol fleets either all pile on to your ship or they miss you entirely.

Not to mention that the super speedy small fleets makes any attempt at stealth fail at the first detection.

I'd actually prefer it if interdiction pulse could be used more strategically to prevent small fleets from dragging you into big fleets.  Such as maybe initiating it prematurely at reduced range and profile buildup?  Yeah, that sounds nice.

EDIT : Also, one idea is to launch the marines from a distance, with the option of sending assault ships, and then pick them up at the planet itself.  If you don't pick them up in time, the marines and ships go on the black market or become derelicts in orbit.  You could even add in fuel for a preliminary bombardment, creating a need for ships to carry it.

Raiding fleets launched from a distance are completely dark, using the fleet drive bubble to slingshot themselves toward the target with a brief profile increase for the mother fleet.

5
Suggestions / Re: Flux design could use some small tweaks
« on: September 10, 2024, 10:14:36 AM »
May I posit that the flaw in the flux system isn't how it plays inherently, but how the NPC ships can perfectly calculate both their own and your own flux with startling precision?

I mean, a big part of why I get overloaded is I can't even see projectiles coming in anymore, and when compared to the way the computer can perfectly flicker its shields to avoid overloading even under heavy fire, it makes me sad.

Opposing fleets don't have to choose between offense and defense like a player has to because they can meter their flux so perfectly.  It's one of those few things about Starsector combat that still feels bad to this day.

6
Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: September 08, 2024, 12:47:51 PM »
It works fine.  All you need to do is update the version number in mod_info.json

But what about the things that @MnHebi and the others wrote?
Which download is the right one and what else do I need?

All mods have some flaws.

You can try both of MnHebi's fixes and see how they work for you.  DEV is an in-development build that may have more bugs than normal.

Release is a complete build with most of the known issues worked out.

7
Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: September 08, 2024, 09:20:52 AM »
It works fine.  All you need to do is update the version number in mod_info.json

8
General Discussion / Re: Discussion about 0.98 and beyond
« on: September 02, 2024, 06:38:17 PM »
1. There does seem to be some noise about reworking how you can organize many colonies, but I wasn't there when the first mechanic was implemented, I don't know why it was taken out, and I don't know what form exactly it will return.

There are a few systems in the game that appear to need some other, not yet finished system to flesh them out.  I can be pretty sure that there will be changes made that flesh out what currently is in the game.

2. Probably by the end of the year.

3.  I would expect at least three years, and I wouldn't be surprised if it was more.

4.  Alex does a lot of bug fixing as it is.  Chances are after .99, there will be two or three bug fixing updates before 1.0

5. It's a fairly complete game as it is.  Some things don't look fully implemented yet, but nearly every game has those quirks.

6. Alex has largely kept this game alive by constantly answering the questions of modders who regularly add content, and he's been doing this for more than ten years now, as I recall.  Doesn't make much sense to invalidate all that activity by making a new game.

And the only thing I would ask of small developers these days, especially with games that take a lot of time, is a very basic multiplayer.  Like... another player could take control of a ship in combat and ping the map while traveling.  Extremely basic.  Just so friends can pop in and see what you're doing.

Good thing there's a mod for that.


9
General Discussion / Re: Contact development chance
« on: September 02, 2024, 08:39:16 AM »
Coming back to the same place or other places with a nanoforge will give you a good chance of getting more black market requests.

10
Suggestions / Re: Ancient Eldritch Megastructure + Challenge
« on: August 31, 2024, 06:07:02 PM »
I like the idea, but this is something so implementation-specific that you just have to build it for yourself.

For instance, I had the idea of a number of systems strung together in abyssal space where you challenge a defense fleet.  You are limited by a system that makes a certain critical mass of AM fuel unstable (incurring CR penalties and fuel drain), making it harder to move through without defeating fleets.

11
Is there a way to override a turret's appearance? For example, I want to have a ballistic slot you can equip whatever to, but I want the appearance to always look like whatever I designate it to be. Is that difficult to pull off?

I know Arma Armatura has a lot of turrets like this.  A lot of the mech arms are just turrets with a custom appearance.

So it's certainly possible.  Might look in that mod to see what Shoi's implementation is.

12
General Discussion / Re: S-Mod Solar Shielding and Combat Decay
« on: August 17, 2024, 02:35:44 PM »
You can see the PPT remaining on your ship and see that it is normal in spite of the corona.  What would be really nice is seeing PPT on ships you command.

13
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: August 16, 2024, 01:00:56 PM »
The I forget what activates the AI bounty, pretty sure its vanilla, but there should be a Legio Infernalis bounty if you have Tahlan.

There should also be the Ceylon bounty starting at level 10 I think?

Check the bounty board as you're traveling through independent space.

14
General Discussion / Re: more armatura mechs
« on: August 14, 2024, 08:35:53 AM »
Phillip Andrada, Gas Station Manager added some Armatura-style mechs in its previous major update.

Apart from that, not many mods have taken up the Armatura style.  I'm not sure the Gundam mod even uses it.

Tahlan has a hidden event that gives you access to Rosenritter bps.  Keep an eye out for german-named ships in dark places.

Diable Avionics has Wanzers as fighters, with the Gust carriers letting you take personal control.

And... are you sure you found all the mechs in Arma Armatura?

There was a guy who modded a bunch of faction fighters into strikecraft, but it's all outdated.

If you're bored, try your hand at it.  You'll earn a lot of love.

15
I think I posted that build on twitter... ah, here is is. I doesn't *look* good (and I admit I was in a bit of a "let's see if I can make it work with all the weapons being different" mood) but it performed very well in actual practice. The role was mainly "keeping a lot of Remnant ships busy while not dying", but as I recall it was able to dish out some good damage, too, and the weapon loadout mattered quite a bit.

I did replace the Light Assault Gun with a second Railgun shortly after that, iirc, but having a lot more kinetic from KB was still great. Again, this was a while back, so those are just my recollections of it now. And not saying that you couldn't come up with a better build or replace the KB with something else, just that it was effective. (I also recall that replacing the LAG with that railgun didn't make very much difference, not enough to be 100% on which was better.)

Yep, that would work on a medusa.  Would definitely work better with a light assault gun.

Kinda surprised it needs the extra railgun.  The AMB and KB should be good enough for most destroyers.

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