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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - Killian

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Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: August 03, 2023, 09:09:07 AM »
Does this mod tweak REDACTED fleets at all beyond adding some ships? I think i fought them last like before .95 but *** hell the amount of PD they're fielding was absolutely insane. I had 2 14th legions with S-mods, a paragon with S-mods, 2 14th dominators, with support cruisers and they got utterly obliterated by a medium fleet. Missiles and fighters weren't getting within 500 range and i watched a destroyer take my paragons full firepower and stay flux neutral. I had 10 officers, 3 of them level 7 the rest level 6 with everyone having at least 1 elite skill.

I'm going to drop all carriers and missiles and try to build a pure gun fleet that has nothing but kinetic weapons then just save scum to see what works because i've never seen such brutality haha. I even tried to take on a station with that fleet and it was firing non stop while pooping out insane swarms of fighter craft haha. I remember high threat systems being attrition warfare but i don't remember losing an entire capital fleet so convincingly before.

Just colony mods, this is the only ship/weapon mod i'm currently using. Its late game and my colonys are making tons of cash so i can afford to order new capital ships just to fight REDACTED fleets. I'm guessing its the jump in AI officers from medium threat systems to high because even my exploration cruiser fleet was handling medium fleets just fine. The biggest problem is my torpedoes are absolutely useless and won't get through--like missile and fighter weapons just aren't an option which is kinda nuts.

I remember having to swap out to a heavy kinetic build back in the day to deal with radiants just to keep pressure on them but my 50DP, 3 S-mod, lv7 officer paragon was getting bullied by that 25DP cruiser which was just blowing my mind.

The 0.96a energy weapon buffs may be the culprit. The small and medium Burst PD lasers got OP reductions and an additional charge, while the Gravitron beam got a shield debuff (5%/8%/10% more damage for 1/2/3+ beams respectively).

It doesn't help that - from what I've observed - REDACTED ship loadouts can be completely random as well. So far as I can tell the game normally uses a bunch of presets most of the time, since you're dealing with standardized navies, but that's not so with certain groups. Their weapons, and I presume hullmods, can be totally random at times. There might be some general guidelines like "fit at least X% or X points of PD", but I haven't delved too deep into the code and loadout systems to say for sure.

Anyway point is I've seen a Radiant fitted with 5 Paladin PD arrays - as you can imagine, fighters and missiles couldn't get anywhere near the thing, but it had far less firepower than your average Radiant and so crumpled like so much tinfoil when its support was taken out. Conversely I've also seen one that had several (possibly a full rack of 5!) Tachyon Lances and was utterly monstrous, because the sheer amount of EMP it could put out would simply "turn off" or instantly flux-overload literally any ship it so much as glanced at; fighting it was basically a case of using one ship to bait and tank the damage whilst everyone else wailed on it before the thing's support took out the tank. God forbid the monster decide to stop focusing on disabled targets because it would just run through and turn everyone off, at that point it's reload your last save time.

Sometimes you may just run into a group that hard-counters your fleet setup, and you either have to avoid it until it despawns (if it despawns) or retool to take it out. I've lost some good ships that way even in pre-0.96.

Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 26, 2023, 01:12:24 PM »
Why can't the Society own any markets? I instigated a rebellion in Garnir (cuz thats always the freebie) and the Society simply abandoned it once they've won.

As I understand it it's a thematic thing because they're pseudo-pirates in execution/operation, and aren't interested in holding permanent territory outside of a handful of secret bases and the Anargaia itself. They're not here to plant flags and make claims.

Mods / Re: [0.95.1a] Custom Battle Music
« on: December 15, 2022, 12:15:19 AM »
Is it possible to use this mod simply to pick from a playlist of songs that play when a battle begins? Like, irrespective of faction, just some music that fires up on battle start?

CBM is probably a little overcomplicated for this particular purpose, as it seems mostly intended to give factions/ships unique, specific combat themes when they're engaged, winning, losing, or retreating. So for example if you had the Empire from Star Wars and you wanted it so that the Imperial March always played when fighting them, or if you want a custom bounty battle that always kicks off with Zero from Ace Combat Zero, then this mod would have you covered.

If you want to just add extra battle music to the standard randomized selection, you can coax Audio Plus into doing this without too much trouble; it already adds some extra combat music, so you just need to copy and tweak a little to add your own stuff, and remove anything you don't like. You'll want Audacity or something that can convert the music into the suitable .ogg format, then you can simply add the file data to Audio Plus' sounds.json. The process isn't that different to what you'd need to do to make music to add with this, just a bit less fiddly when it comes to setting up the .json data.

Suggestions / Re: [Expeditions] Show 'em the door
« on: December 01, 2022, 01:21:25 AM »
So what, they can shuffle home and meekly say to their bosses "well, they asked us really nicely not to kick their asses..."?

No, so they can return home with the remainder of their forces as an olive branch, demonstrating I still value my positive relationship with the faction and don't wish to needlessly waste the lives of good men whose only crime was being assigned to the task force sent to disrupt my colony's operations. Once that mission has failed there's no reason for them to remain in my territory causing trouble; they're soldiers, not common pirates.

If you want to stomp the Hegemony into the dust for daring to send forces against you there are already avenues for that approach in the game. I'm simply asking for a somewhat more diplomatic option. Not everyone who plays this game does so with the objective of supreme domination.

Yet, as both history and current events show, people will often continue to carry out their orders for fear of the consequences of failing their superiors, even if any other course of action would be far more logical and reasonable than what is arguably a suicide mission.

It doesn't matter how noble your intentions are if their commanding officers are going to arrange for them to have a terrible, awful, exceedingly lethal "accident" should they come back having failed in their assigned mission. If your choice is probable death in battle or a shameful flight home that almost certainly ends in a firing squad, what do you pick?

That said, I believe you can already bribe and disrupt expedition fleets through credits+SP or reputation at the planet they're forming at whilst they're being assembled, so I suppose you could simply add those interactions to the actual expedition fleet itself, similar to the AI inspection fleet bribe option. Plus factions you have a commission with won't send standard expeditions after you.

General Discussion / Re: Why do fighters in the setting still use pilots?
« on: November 30, 2022, 01:26:45 AM »
The Sector is decaying. Dying, even. There aren't a whole lot of people around, sure, but there also isn't a whole lot of new places to move if the population *was* expanding. There are precious few inhabited places where you can breath "free" air. The technology to improve anything substantially belongs to a lost era. This is a perfect recipe for people to be treated as disposable.

I dunno, I've found some pretty nice places whilst exploring across my various games - a lot of them once even having been inhabited, just abandoned or decivilized. But the Powers of the Sector are too busy squabbling to send colony expeditions of their own it seems - perhaps they fear that launching and supporting such an operation would require enough resources to weaken them and leave them vulnerable to an attack from their neighbours? Or that their new colonies would simply be jumped on by their opponents to avoid anyone gaining the upper hand?

Why don't they do the same to the player colonies? One, because you're an independent operator they may not be spying on constantly (so, by the time they know you're established, it's too late for them to intervene) and two, because it would just suck from a gameplay perspective to have all these neat colony establishment/management systems and then basically say to the player "lol, lmao, you thought you could use these? no. you sweet summer child. you absolute fool. go back to scrounging in the dirt just to survive." Might as well not even let players set up colonies at all if it could be that kind of noob trap that gets them gameover'd - or worse, just kills their interest in the game and causes them to not recommend it to their friends.

In reality I think it's best to realize that it's one of those things that is there for rule of cool and gameplay alike. There need to be some consequences to fighter usage, otherwise they risk becoming too powerful compared to conventional weapons. It also allows there to be a handful of unmanned aerospace vehicles (like Wasps, and [REDACTED] fighters) that stand out more in this context and provide a glimpse at What Could Be, for better or worse.

Suggestions / Re: [Expeditions] Show 'em the door
« on: November 28, 2022, 01:29:39 AM »
So what, they can shuffle home and meekly say to their bosses "well, they asked us really nicely not to kick their asses..."?

Either they fight (and probably die, but maybe eject/escape) or they return home, dishonoured, and either get executed for cowardice/failure or kicked down into some menial job digging latrine pits.

I'd rather see a system whereby after the first couple of failed expeditions they take the hint, learn from their failures, and stop wasting resources. Especially if you utterly thrashed them. After a certain point, if you're powerful enough, they should do everything in their power to avoid provoking you given you could retaliate.

That, or maybe you can offer them asylum. Clearly their bosses don't care about them or think particularly highly of them if they're being sent to attack you, so why not offer them a job somewhere their skills might be valued?

Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: November 22, 2022, 07:23:38 PM »
Do temper your expectations, 90% of what you see here has been Done for over a year at this point, my life just hasn't lent itself much to progress as of late.

I'm not sure if that's better or worse to hear, knowing they're almost done but not quite ready... :D

At least you can rest assured that people are looking forward to getting to play around with the things you're making. I hope things settle down and go smoothly either way!

Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: November 20, 2022, 08:03:03 PM »
Ho ho. I recognize a few of those silhouettes, but goodness me is that a lineup and a half to look forward to. I especially like the two in the lower left!

Bug Reports & Support / Re: Database Error (Sent Items)
« on: November 17, 2022, 08:25:48 AM »
No worries, I just figured it was worth bringing to attention in case it causes problems down the line.

Mods / Re: Machina Void Shipyards v. 0.57
« on: November 16, 2022, 10:08:55 PM »
Thanks for the feedback, I'll see what I can do about the music issues.
I've fixed the Type 56 tracking errors, they should work better in the next update.
I'll consider tuning down the revolver cannons, as well.
I should pay more attention to the old Armorhunter, thank you for reminding me!

np! I really dig the faction aesthetic and how it fits in well alongside vanilla ships whilst also being distinctive, and am curious to see where things go.

I also sent you a PM about an MVS-related project I was working on, but I can't review the message I sent due to a database error or something. If you sent a response then I guess the forum ate it, or more likely it never got to you to begin with if the forum's spitting errors at me when I try to check my sent messages.

Long story short, I've hacked together a custom missileboat Dominion complete with its own unique ship system and variants. If you'd like, I can try to pass you the files so it can be added as a custom bounty or something? It has a modified hull (based on the baseline Dominion with elements from the Excalibur spliced in) with unique engine flares, a custom system, and modified stats; fighter capacity is reduced in exchange for two large missile hardpoints (which visually replace the small hangar bays on the front; originally I wanted to do a series of integrated torpedo-tube style openings along the front like the Chrysostom's but I wasn't having much luck with editing the sprites), and a couple of the turret slot types are also adjusted. The custom Itano Overdrive system massively increases missile weapon performance (speed, acceleration, tracking/maneuverability, range, firerate, and ammo regen) at the cost of disabling your shields and rapidly generating hardflux (you get about 10s of operation depending on skills).

If not I'll just keep it to myself as a little experimental project, or I might - if you're okay with it - release it as a mini-addon that requires MVS. It's pretty powerful even after a couple of nerfs, though I really enjoy the way the overdrive system allows you to be extremely aggressive at the cost of making yourself vulnerable to return fire and emptying your ammo bins: if anything survives the onslaught, you'll be wide open to a counter attack. I wanted to make it so that if you let the system run to max flux it'll overload the ship and stun you, but sadly it just fails-safe at the moment and shuts itself off.

Bug Reports & Support / Database Error (Sent Items)
« on: November 16, 2022, 09:47:03 PM »
Trying to open my Sent Messages recently after having sent a private message a couple of weeks ago to review said message, I find that I'm getting a Database Error.

No other useful information in the message unfortunately.

General Discussion / Re: Why is there flux instead of power or something?
« on: October 24, 2022, 11:26:58 PM »
The most puzzling thing to me is why firing plain old antiquated guns using what appear to be chemical propellants would increase flux, since the firing does not consume electricity or require energy transfer (probably, since several gun descriptions describe shells used and clouds of fire are ejected which seems to imply they work like guns in our universe). This would work if flux is heat but that is not consistent with other observations.


Yeah, maybe it's not this.


- what is a heat overload and why does it produce lightning and disable said guns

Because it's not mechanical ignition (that is, a hammer impacting a primer that ignites the propellant), it's electrochemical (zap the propellant with enough charge and whoops off it goes). You simply cannot afford to open up the magazine or breech whilst the ship is overloading, because there's a chance it might jump to the ammunition and cause the entire thing to go off all at once. Whilst it's still inside the hull.

Magazine detonations are no joke!

This post, on the other hand, is somewhat facetious.

Anyone got any good resources on making ship systems? I want to make a toggle system that, whilst active, either;

Copying another toggle-type ship system (such as Fortress Shield) might be a good place to start.

Aha, right. I was missing that all the crunchy effects like costs and toggles are defined in the shipsystems.csv. Excellent. I think I can see how this'll work, just gotta fish through the API for the exact settings I need for the script itself.

I have most of it going now, but I don't see an easy "can cause overload" setting?

Anyone got any good resources on making ship systems? I want to make a toggle system that, whilst active, either;

A) causes all of a ship's missile weapons to gain increased rate of fire and reload speed, and periodic ammo regeneration (think missile autoforge + fast missile racks + ballistic ammo feed)


B) causes all of a ship's missile weapons to gain increased velocity, tracking, etc. (similar to the ECCM package hullmod, but beefed up)

With the cost of constant hardflux generation whilst active. I'd rather it be a toggle that does things periodically rather than a one-and-done fixed-duration thing, for the potential of absolutely redlining the ship's systems with the risk of overload (and maybe actual damage??) if you push too hard.

Unfortunately the search function hasn't been very helpful thusfar, and I've not worked with java nor the starsector APIs before, so I haven't much idea on where to begin.

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