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Messages - Exasperation

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16
Shepherd doesn't get civilian ship XP because it has a fighter wing, and fighter wings count as weapons.
It was my understanding that ships with the civilian-grade hull modifier are supposed to gain suppport XP regardless of weapons (i.e. if you put weapons in the small mounts of an Atlas, it should still get XP as long as you don't also give it militarized subsystems - right?).  Are fighter bays just different than normal weapon mounts for these purposes?
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I don't think having such a config file is a good idea, simply because it wouldn't be very maintainable -- I'd have to either update the list for every mod out there that has support ships (including new releases), or allow other modders to create their own lists. For something with such a low impact, it's not going to be worth the hassle.
I wasn't suggesting that you should maintain the list (at most put any vanilla edge cases in, but certainly nothing more than that), it would just be nice to be able to add ships to the list myself.  That's the point of suggesting it be in a config file - something that the user can edit to meet their needs.
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As for gaining XP for auto-resolve pursuits -- there are two cases where you might order such a pursuit. The first is after a large battle, where you pick off stragglers after winning the main engagement. The second is when your fleet is so much stronger than the enemy's that they are running away from you from the start. In the first case, the XP gain for pursuit should in theory be negligible compared to the main engagement. I've never felt the need to do a manual pursuit to pick off stragglers since they usually don't amount to much in comparison to the prior battle. In the second case, allowing auto-pursuits to give XP seems like it would be exploitable, since you could just gather a large fleet and repeatedly bully pirates to gain XP, while spending very little time or effort doing so.

The second case has a subcase where you're pursuing trade fleets, but in this case I actually think maybe I should change it so enemy civilian ships don't give XP. This should reduce the urge to manually pursue trade fleets for easy XP.
In my experience, the stragglers after a battle are often a pretty significant source of XP.  I haven't kept careful track, but I do see individual ships involved in pursuits getting more XP than some of the lesser ships involved in the main battle, into the low triple digits depending on what sorts of stragglers there are.  Considering the ships doing the pursuing often only see combat during pursuits, that's the difference between "a little ways behind the main combat group in XP" and "never gets XP, ever".

My pursuits are generally as a result of either rescuing allies (you'd think those pirates attacking the trade fleets supplying my colonies don't have anything better to do than piracy  ;)), working on missions, or cleaning up after large battles.  I think the number of trade fleets I've hunted down since installing this mod is in the single digits, so the proposed change probably won't really affect me one way or another - at least as far as pursuits go - although at least I can feel ok about auto-resolving the special case of "I killed all the combat ships, but they had a bunch of tankers and the like in reserve I have to hunt down".  It might have unintended consequences, though, depending on how the technical details of "what is a civilian ship, exactly?" shake out.

17
I've really been enjoying this mod, and I have some feedback:
- Support ship XP gain seems a little fast compared to combat ships (probably because support ships get guaranteed XP every fight, while CR rules mean my combat ships are usually taking turns being in fights).  My support ships tend to get their second S-mod while combat ships I've had (and used regularly) for longer are still working on their first one.
    - The exception is the Shepherd, which doesn't get support XP despite having the civilian hull modifier (there may be others affected by this, but that's the one I've noticed).
    - It would also be nice to have a config file with a "dedicated support ship" list for things that should get support XP regardless of being technically military ships (i.e. Valkyrie troop transport, support ships from the NSO mod).  I know that since I never plan for them to be in combat I can cheese it (and have been doing so) by not putting any weapons on them, but it feels better from an RP perspective to give them defensive weapons.

- It would be nice if letting your second in command handle pursuit gave the pursuing ships a little bit of XP.  I know I could get XP by manually killing yet another group of mostly support ships, but that's tedious - and again, due to CR the ships that perform the pursuits probably miss out on XP from other battles as a result.

18
General Discussion / Re: Need some advice
« on: January 08, 2022, 10:30:28 AM »
I'm giving it a try along with some other QOL mods, started off similar to the campaign's start with a Wolf / Sherpard combo and the 20k option, not tied to any faction atm. I gotta say I didn't realize how much the Tutorial spoiled me with the stuff it gave lol.
It's worth noting that the ship graveyard from the tutorial will still be there with the same selection of guaranteed salvageable ships, you just have to fly over to Galatia from wherever you started (and you'll have to supply your own armaments for them).

19
General Discussion / Re: Hull mods in the Codex
« on: January 04, 2022, 08:34:41 AM »
What I would especially like this for is when I'm running Hull Restoration, a D-mod gets removed that I don't remember the exact effects of, and I want to know what the changes were.  You can't look at the ship it was on since the mod isn't there anymore, and there's no guarantee that you've got another ship with the same D-mod handy.

20
The title bar says 0.95.1a-RC6.  If that's not the latest, I've missed something important happening.

21
personally i prefer this one because I feel like it handle 3 medium energy way better than 1 large and tso mediums...
You can always just put a third medium weapon in the large mount, you know (I often do early on when large energy weapons are in short supply).

22
I have noticed similar sketchy behavior from the AI regarding fighters.  In particular, I have noticed a Paragon assigned to engage a Colossus Mk. III turn slightly to the side in order to fire its beams past the target at the target's fighter wings.  Once all of the fighters were destroyed, it turned back and attacked the target.  My ships also seem overly happy to engage fighters with non-PD weapons like tachyon lances, autopulse lasers, and autocannons, and seem to back away to attempt to maintain optimum weapon range from fighters instead of pushing past them to get in range of actual ships (and this is with aggressive captains set to engage specific targets).

23
There is one unique Sunder (D) that you can find during the tutorial that has three medium energy hardpoints. That's the only place it turns up, though. It should probably be re-named to "Sunder (P)" or something so it's clear it's not the same as the base hull.

I'll give you that it's confusing; it got introduced back when degraded hulls were first added to the game and Alex hadn't decided that having some ships lose or downgrade mounts wasn't worth dealing with.
This isn't the only place it can turn up, the last unmodded game I played I noticed I had 2 of the tri-medium-mount sunders in my fleet.  No idea where I picked up the second one, but you can definitely get multiple of them in a completely vanilla playthrough.

24
General Discussion / Re: Logistics hull mods cap
« on: January 02, 2022, 07:40:04 AM »
No, the issue is the logistics hullmods don't have parity with each other. The limit just draws attention to it.
I think that, since hullmods are in a point-based system, the limit actually does cause this issue.  Hullmods aren't supposed to have parity with each other, the difference in their power levels/utility is supposed to be balanced by the difference in their point costs.  With combat hullmods, you can choose between one really powerful hullmod for 20 OP or 4 minor hullmods for 5 OP each that give (approximately) the same overall power, but change the way the ship functions in a different manner.  With logistics hullmods you can't do that, since the logistics limit doesn't respect the OP costs.  You have the same issue to a different degree with building in hullmods, where it's always optimal to build in the 2-3 most expensive hullmods that you plan to include in the ship's build in order to get more total OP, since built in hullmods are limited by (and priced by) hullmod count instead of OP cost.

You see more examples of the same type of issue with DP, where the 30-ship fleet limit pushes you towards a few bigger ships instead of a swarm of smaller ships (why yes, I do use the fleet size by DP mod), or where you only want to spend story points on salvaging the most powerful/useful ships because the same story point cost that can get you a wolf or shepherd could instead get you a paragon or legion.

If the logistics hullmod limit were a restriction to some number of OP (say, 15/30/45/75 OP based on what currently available logistics hullmods cost) the problem would go away.  You could fit more of the weaker logistics hullmods within the limit, or just a couple of the powerful ones (this wouldn't work quite as well with built in hullmods, since the story point cost would still make it optimal to build in fewer but more expensive hullmods).

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