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Messages - TauCetiRedGuard

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1
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.0
« on: March 10, 2024, 06:51:04 PM »

Hull Mods:

Dampened Mounts: This mod provides a 200 su and a recoil buff, limited to ballistic weapons. It also entails a slower ROF and a 100% increase in weapon damage taken. When S-modded, it grants back 2/4/6 OP, but the ship's deployment cost increases by the class of 2/3/5/7 along with the removal of the ROF penalty. The built-in version on the Riptide and Ashfall differs in wording, possibly indicating a bug. While the extra OP to deployment costs is beneficial, the mod could be improved. A range boost to all weapons (ballistic and energy) would align better with optimizing DA weapons giving it better overall value and this could be explained via the lore. Please address the inconsistency between the hull mod and the versions on the Riptide and Ashfall.


Dampened mounts is most definitely not limited to ballistic weapons, looking at weapon stats with Too Much Information shows both versions of dampened mounts raising the range of a pulse laser by the advertised 200 SU. Is it possible you tested with beam weapons which would not be affected by the range increase?

Hullmod description is consistent on the Maelstrom, Ashfall, Riptide without applying the reduced fire rate and durability. Modular hullmod does do its advertised negative effects. Agree that the descriptions and effects need to be made consistent for both versions or for one to be re-named to avoid confusion.

The new ships all have fairly strange weapon arcs, lot the small weapons feel like they should have 60 degrees more of turret rotation.

Ashfall should lose the small ballistics, it's the only Diable ship with them and it gives me the impression of being an oversight as the Ashfall has no features that benefit from them.

2
You still need to install the neural interface on your flagship for it to take effect otherwise it just does nothing. You don't have to manually pilot the second ship for the skill transfer to occur either.

Skills form support doctrine are probably overridden as the linked ship gets an officer added to it, I don't know about the dp reduction, would depend on if the game re-calculates a ship's dp before or at the start of battles.

3
General Discussion / Re: [0.97a] Post Your Endgame Fleets Here!
« on: February 28, 2024, 12:46:49 AM »
Sunder
[close]
These things are true glass cannons. Not much to say about them except that they are extremely deadly if you make sure their AI behavior doesn't get them killed in large battles where they can get overwhelmed or flanked by enemy ships. Their beam weapons burn through enemy armor like butter.

This build can be improved a bit by replacing the needlers with railguns. Railguns hit more often and deal a noticeable amount of damage more to armor plus cost 1 op less.

Personally I would drop the Solar Shielding for escort package and move some capacitors vents, you'll get more range, a tougher shield and more sustained fire for your weapons as long as you keep them anchored around your Paragons. The single sabots are a toss up, I'd either remove them entirely and add more vent/capacitors or try upgrade them to a full rack.

Overall still a solid build.

4
Modding / Re: [0.97][WIP] United Aurora Federation 0.75a ( Hotfix 1 )
« on: February 27, 2024, 08:07:19 PM »
Up top, I'm enjoying the mod a lot and I think you've done some great work here. The new android shop in particular has me excited to explore the sector knowing that even if I never get a nano forge I can still get some neat things by trading in the scans and cards.

That said, I did notice a bug. Not sure if this is even the right place to report it, but anyways. Tried performing a small ruin restoration to see what it did, and currently it has negative days left until completion.

Spoiler
[close]

Tried unassigning and reassigning the colony admin, tried swapping to a different admin with the skill, not really sure what else to try as I don't seem to have an option to cancel the process.

This is an Ashes of the Domain feature not UAF.

This is the thread you should report this under: https://fractalsoftworks.com/forum/index.php?topic=26307.975

5
Modding / Re: [0.97][WIP] United Aurora Federation 0.75a ( Hotfix 1 )
« on: February 24, 2024, 05:03:52 PM »
Not sure if this is the right place for this but I think encountered an bug/oversight in the keycard shop.

The only keycard I could submit was the free green card I received on first joining the keycard shop when I had zero other keycards in my inventory. I found several keycards from derelict survey ships (1 green 1 red) prior to unlocking the keycard shop and attempted to submit them at the keycard shop with no commision and -8 relation with UAF but was not able to.
Attempted to submit my keycards again at +25 relation and a commission + stjarna access, was unable to submit cards. Decided to console command in a second red and green card, shop menu still lists me as having zero keycards of this type. Console commanding in an orange, violet and blue card resulted in a successful transaction. Ejected all red and green cards after setting relation to +100 and console commanded in a new copy of each, transaction could be successfully completed.

I don't know anything about coding but the issue appears to be that UAF keycards acquired prior to unlocking the keycard shop are not considered valid and invalidate any keycards of the same type acquired after when stored in the player inventory together. Ejecting and recollecting the cards after unlocking the shop does not re-validate them neither does colony storage. They can still be submitted to UAF officials though.
Used Mods
Spoiler
"Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "CaptainsLog",
  "combatactivators",
  "chatter",
  "lw_console",
  "GrandColonies",
  "Imperium",
  "lost_sector",
  "lw_lazylib",
  "leadingPip",
  "lunalib",
  "MagicLib",
  "MoreMilitaryMissions",
  "nexerelin",
  "assortment_of_things",
  "scan_those_gates",
  "speedUp",
  "tahlan",
  "Terraforming & Station Construction",
  "uaf",
  "vic",
  "whichmod",
  "shaderLib"
[close]

6
Suggestions / Re: Eventide Battlestation
« on: December 26, 2023, 03:32:42 AM »
Your last point would make sense, if the state of the stations defenses was ever communicated to the player which you have no way of knowing outside of fighting the station yourself.

As for your lore explanation I still disagree, Eventide is one of the most important planets in Hegemony second only to Chicomoztoc in importance. All of the story interactions we have with Eventide stresses its importance and the self important nobles from it that form an influential clique in the Hegemony officer corps, it makes no sense lorewise for them to have a station less defended than a random pirate outpost you can find in the sector.

7
Suggestions / Eventide Battlestation
« on: December 26, 2023, 01:09:13 AM »
The hightech battlestation defending eventide is significantly under powered as the hegemony lacks access to any large energy weapons. I recommend giving the hegemony access to at least one weapon that could fill this slot.

8
Suggestions / Give derelict drones Ablative Armor
« on: August 07, 2023, 05:59:14 PM »
Derelicts are by lore ancient ships designed to navigate through unexplored star systems. Given that Ablative Armour is described as "'An ancient design intended to stop micro-meteorites through sheer volume of material in place,'' it makes sense lore wise for derelict drones to feature it. As a gameplay positive it would make fighting derelicts more interesting due to them not exploding immediately when hit with any HE weapon.

9
Mods / Re: [0.96a] Bultach Coalition v1.1.3
« on: July 20, 2023, 04:27:00 PM »
Not a bug, unfortunately. The ship is literally a station, and the station AI doesn't allow it to move no matter what. I've been trying to figure out how to change or circumvent this, but no luck yet. Apologies!
Maybe consider asking the Legacy of Arkngneisis dev Gwyvern? His mod has a mobile station called Angaria which moves in combat.

10
Striking a deal with a pirate station king gives a high level pirate contact. Not sure about Pather stations but...
Spoiler
If you give them the Planet Killer you get a very high level Pather contact.
[close]

11
The only faction that uses blueprints are pirates so selling them on military markets is pointless beyond giving you more cash. Selling weapons won't have any impact either. The best way to improve a faction would be to sell them a Pristine nanoforge on one of their planets with heavy industry or orbital works.

12
General Discussion / Re: Should Falcon be buffed to match the Eagle?
« on: July 18, 2023, 05:13:34 AM »
What for? Falcon is in a good place balance wise right now and just because the eagle got buffed doesn't mean it needs to be as well.

13
Suggestions / Re: Add more Ammo/Charge based Ballistic weapons.
« on: July 17, 2023, 03:13:04 AM »
If we're talking what weapons I'd like to see reworked to have rechargeable ammo I'd have to say Hephaestus Assault Gun. I just personally find it really boring to use considering that its three Light Assault Guns wielded together and it lacks the impact the name would suggest especially as I'm pretty sure its projectile is the same as the LAG's. Honestly the LAG could be ammo based too.

14
Suggestions / Re: Add more Ammo/Charge based Ballistic weapons.
« on: July 16, 2023, 09:09:23 PM »
Many, many game-builds ago (2013? 2014?), Starfarersector had ammo stats for all ballistic weapons.
Really? I wasn't aware of that at all, only started playing 2 versions ago. Could give me a summary for the reason behind the change?

15
Suggestions / Add more Ammo/Charge based Ballistic weapons.
« on: July 16, 2023, 08:50:28 PM »
I find it odd that if one doesn't count the space wizardry of Omega weapons you have a single Ammo based ballistic weapon (The Thumper) compared to the nine Energy weapons that do. I believe that reworking some existent ballistics to an Ammo system, or adding a few new ones can significantly enrich gameplay by letting players adapt a different build approach to ballistic based ships.

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