Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Screech9791

Pages: [1] 2 3 4
that sunder loadout makes me feel genuine agony


You know you're not supposed to use frag damage weaponry against shields (and armor, too), right? The frag damage information is very specific in it being the worst of the four damage types to use against both. Thus, you shouldn't be using it when shields are up as you mentioned. It's meant to be a finisher sort of damage, as frag weapons tend to have an impressive DPS that is only fully used when armor is stripped and shields aren't blocking. In this case, the Richardson has absolute batshit RoF and damage which will smash any damaged ships (and batter incoming missiles/low armor fighters) leading to it's strange assault-and-PD role.
I already knew that frag weapons aren't supposed to be used against anything except exposed hull lol
I just don't understand why it'd be worth it to use a large ballistic slot for a finisher role, and if you have a ship that can spare a large slot for a niche task (for large weapons), you can probably just use torpedoes instead, or just the regular weapons you already have on your ship.

I found a couple of fairly insignificant errors.  The Prester John Inner Jump Point appears to be an Ice Giant in hyperspace, I'm fairly sure it's supposed to be a regular jump point. -snip-

Also, the Hazard system has an overlapping jump point and gravity well, -snip-
Probably not a bug, jump points usually display a nearby celestial body if one is close enough when viewed in hyperspace. The overlapping jump point and gravity well probably is.

Anyways, what's with the obsession with having every default variant weapon group set to alternating, including beam weapons which are incompatible with alternating fire mode? Why does every slot on the Category's default variants share a weapon group, despite the turrets having absolutely no overlapping arcs with the other side's turrets and the gun hardpoints? What's with all the shieldless ships having excess capacitors and vents despite them doing nothing? There's so many questions about default variant oddities and so little answers.

Oh, and uh, is it normal for this mod to generate independent fleets consisting almost entirely of those dedicated mining drone converted ships?

Hi, first time trying this mod and having a lot of fun with it!

I am a little confused by the Richardson Cannon. The description calls it "surprisingly flux efficient," but it uses 3200 (!) flux per second. It also supposedly does 6400 dps. Are these typos or what?

I think something's really wrong with that thing's efficiency. 0.5 flux per damage on a frag weapon (which has 25% damage against anything except exposed hull, which would be 2 flux per effective damage to shields and probably even worse against armor due to hit strength mechanics) is clearly not "surprisingly flux efficient", that would instead be "so inefficient it'll build up flux for you faster than it does to the enemy's shields".
And good luck actually applying that 6400 DPS with the terrible accuracy and reliance on the enemy not having much remaining armor coverage, because if it's armor is stripped on an entire side, it's probably going to die to other weapons anyways.
I'm not really sure if it actually serves any niche that other large ballistic weapons have, or at least one that's worth the extremely high sustained flux per second. If you're fielding ships with large weapons, then you probably have the DPS to chew through hull anyways, so you won't need an overspecialized weapon for that purpose. And if you want saturated PD, just use a devastator cannon, paladin PD, or any other modded large PD weapon.

Maybe all this is the reason why the weapon's blueprint was left buried in the middle of goddamn nowhere, only being recovered and used by a faction of scavengers known for using literal trash as part of their fleets. I would probably not even notice if the Richardson Cannon gets removed during the next de-bloating spree, and that trash getting removed from the HMI blueprints could probably be a useful buff for the faction's fleets so they won't run out of flux as quickly, as I've been hearing discussion on other sites about how HMI's ships tend to be on the underpowered side (at least regarding junkers/modified mining hulls) and I don't think terrible weapons help with that. (I'd also prefer being able to loot weapons that are actually useful, by the way)

This rant is probably a bit long, so i'll just throw out a TL;DR question: Why is there a terribly flux inefficient large slot fragmentation weapon without the accuracy, range, or hit strength to accomplish anything that other weapons can't do better?
oh and sorry if this post feels a bit harsh, I just really wanted to vent (hah) about how inefficient the Richardson Cannon is. If you want to keep it, find some way to buff it or just rework it.

While I'm here, I guess I'd also like to a report a bug - I've occasionally seen modded ships in Obsidian pirate subfaction fleets, including ones outside of their specific design types (Ship & Weapon Pack's Nautilus high-tech combat freighter appearing in the low tech/midline fleets, for example). I unfortunately don't have a screenshot of it, but just trust me
Quote from: HMI 0.3.5i changelog
-Obsidian has been reworked; now spawn hostile fleets based on vanilla ships from vanilla factions, giving a place for a player to fight and salvage ships that would otherwise be difficult to secure.
Maybe a fix for this bug could be hardcoding the pirate subfactions to only use vanilla ships, as intended.

Oh and just another thing I should point out that doesn't require its own post - a lot of the Fang Society default ship variants are above the OP limits (easily noticeable via Nexelerin starting player fleets, or the Ship Catalog & Variant Editor's variant validator mission). Maybe you should go over the variants sometime soon. And while we're still on the subject of Fang Society, there's a typo with the blueprint package, which should say shieldless instead of armorless.


why does fang society still have finches
I thought the base hull was removed during that time you went over removing pointless ships because the finch was just another redundant barely armed civilian ship
and unlike other modded faction's generic transport ships, the finch didn't have the excuse of matching said modded factions' aesthetic styles so they wouldn't stick out like a sore thumb, so the finch didn't even have that excuse for being kept

anyways next patch, remember to get rid of this skin

Just letting you guys know, this mod is technically 0.96 compatible, with some simple steps required.
Step 1: download the mod as usual
Step 2: go into Fractal Softworks\Starsector\mods\Kingdom of Terra and open mod_info.json
Step 3: change line 7 (the gameVersion line)'s version to "gameVersion":"0.96a-RC8", (exact RC number is irrelevant)
Step 4: launch the game as usual
Step 5: enjoy smashing things with terran bricks and robotic megafauna
This method should work for any mod that doesn't use libraries, since those mods tend to be more sensitive to Alex changing the source code. Of course, I'd really appreciate it if Sinosauropterx would make a proper 0.96 update to this mod, complete with a new ship or two since I think this mod lacks in ship variety (4 fighters/6 frigates/5 destroyers/4 cruisers/3 capitals, excluding non-combat ships and ships not obtainable from markets like the phase mammoth and ouroboros dreadnought) and we all could use something new since it's been two and a half years since the last new ship. I'd even be willing to contribute to get some spriting practice in while also giving myself and other KoT enjoyers new toys to play with.
Anyways I'm not sure if it's just good luck, but the flushpipe crashing bug seems to be fixed. I think that was just a 0.95.1 thing.

Mods / Re: [0.96a] Nes's SAW 1.9gg
« on: May 08, 2023, 08:18:49 PM »
just tried out the mod today
the Fluorspar is a really fun ship and I love its appearance and performance
it'd fit right into a Kingdom of Terra fleet (if that mod ever gets updated for 0.96 properly, instead of just using the mod_info.json game version changing trick) with its aggressive playstyle, geological design, and a system that's good for ramming (if you ignore the lacking armor/hull defenses). it even makes perfect sense lore-wise - a ship made of crystals with timeflow-altering properties would be very fitting for a faction with a homeworld that has an extremely vast underground with varying levels of time dilation.

anyways I can't wait to see what else gets added to this mod in the future

Mods / Re: [0.9.6] Caymon's Ship Pack v1.2.1
« on: May 07, 2023, 08:58:43 AM »
whatever's going on with the Cetan's system and its graphics, it causes a crash
unfortunately I couldn't screenshot the crash popup, or avoid accidentally closing it in time to actually read the specifics, but you should probably check to see if it still functions like it should

EDIT: just tried doing it again, got to screenshot the crash popup

can't upload the starsector.log file to pastebin due to filesize concerns
here's a download for the .log file

Mods / Re: [0.96a] The Asteroid ship pack 1.4b
« on: May 05, 2023, 11:21:47 PM »
hey, i guess this is the first content mod created/updated for 0.96
congrats man

Modding / Re: SWP addon -- Triumphant-Class Dreadnought
« on: December 17, 2022, 07:21:29 PM »
literally my mom's Victory (P)

Wait, what was the Decimator? Was it even less noticeable than the Finch?
>Nerfed the Brighton hullmod to reduce missile ammunition, they now *really* lean into that alpha strike to win battles.
***, there goes my wayfarer missile boat spam fitting (anti-ship missiles in all available slots, 2 cheap medium guns, dump rest of OP into defenses)

Blog Posts / Re: Uniquifying the Factions, Part 2
« on: April 30, 2022, 12:57:02 PM »
I'm glad the Persean League is getting an actual fleet doctrine now instead of just generic midline spam with high and low tech ships mixed in.
When will they get actual music?

Modding / Re: [0.95.1a] Manic Miners
« on: April 21, 2022, 08:08:29 AM »
FYI, JYD has 2 large slot mining weapons the Long Range Asteroid Blaster for ballistic and the Ion Burst Emitter for energy. Just a shameless self plug :)
lol I already use your mod you don't need to advertise it to me

Modding / Re: [0.95.1a] Manic Miners
« on: April 17, 2022, 07:58:26 AM »
are there any plans to make a large slot mining blaster, I need a mining onslaught

Modding / Re: [0.95.1] Onslaught Intensification V0.11
« on: April 16, 2022, 03:45:17 PM »
I put an onslaught into an ASCII art generator

Modding / [0.95.1] Onslaught Intensification V0.11
« on: April 16, 2022, 03:23:17 PM »
Hello. As a long time Starsector player, I have realized that too many players lack onslaughts in their fleets, and some would like more variety in their capital spam fleets.

To fix those issues, I have been working on a mod for some time that adds every known Onslaught variation featured in a Starsector mod.
Some of the ‘slawts aren’t even found in any up to date mods anymore!

<download link removed -Alex>
Preview of all the Onslaughts you could ever want

Pages: [1] 2 3 4