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Messages - Killian

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31
Last I heard Alex already had plans for the AI to set up a pair of Defend/Waypoint locations flanking the station for future builds, so this is already covered (even ignoring the fact the Mothership and Derelicts are pushovers).

32
Suggestions / Re: an industrial item that makes neural uplink global
« on: July 09, 2021, 09:40:33 PM »
In fact, the ability is a planned upcoming skill, meaning you'll be able to just get it for free after a couple of levels. https://twitter.com/amosolov/status/1411058980923789319

You're missing the limitation(s) though; you can only hop between a couple of ships at a time. Per the blogpost, emphasis mine;

Quote
A new top-tier Technology skill. This lets you rapidly switch between two (and only two, at a time) ships with the “Neural Interface” hullmod.

Deshara wants this limitation removed.

Presumably this would be as easy as removing the limitations from the basic hullmod. Alternately, simply making an ultra-rare hullmod schematic in the rare items pool that does the same thing as the regular neural link hullmod but without the limitations.

I doubt it would be particularly challenging to put together, but I also equally doubt it would be made a vanilla feature.

33
Mods / Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
« on: July 09, 2021, 01:51:52 PM »
Very odd. I tested the startrek_federation character ingame and it worked just fine, all I had to do was add it to characters.csv and character_factions.csv.

You can check the .log files in /starsector-core/, that might have more hints. Doublecheck your tweaks as well as it might be you made a typo or something.

34
General Discussion / Re: About expeditionnary forces
« on: July 07, 2021, 11:09:11 AM »
The Hegemony's AI Inspections are semi-regular, but raiding/anti-industrial expeditions are more random. It seems like you just got bad timing for them all to come in relatively close timing.

And yes, as you expand your operations and production, you'll draw more ire from the Core Factions as you take larger shares of more markets.

35
Modding / Re: Yunru's DevMods
« on: July 07, 2021, 10:02:44 AM »
If I'm counting right, the numbers per mod should be...

1, 2, 4, 8, 16, 32, 64, 128, 256, 512 for 10 mods; max possible is 1,023.
1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 for 11 mods; max possible is 2,047.

If it can go up to 2,047% then you've either skipped one of those but somehow made up the difference, or you've miscounted and there's 11 as Retry says.

Ed: Looking at your own .csv, yes, you've miscounted. There's 11 mods per group. There's 35 lines in the .csv; if you strip off the header line and the trailing blank line, that gives you 33 lines.

36
Mods / Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
« on: June 30, 2021, 03:06:00 PM »
Right, didn't have much luck finding anything satisfactory for the tweaks, but here we are.

Changes:
- Corrected some of the tlhIngan Hol used in the startrek_klingon character, tweaked a couple of lines, added a couple of proverbs/sayings.
- Added the startrek_federation character. Good for goodly heroic types, should be blacklisted from pirates/luddies. M/F, steady/cautious/reckless. Includes gratuitous attack pattern callouts. Yes I've been playing STO lately, what of it?
- Added the d2_drifter character. Y'all ready to bang knuckles? Male only, steady/reckless/aggressive. One mention of "ghosts", but otherwise just generic quotes.
- Added the d2_shaxx character. He isn't sure who to be angry at. Male only, steady/reckless/aggressive. No explicit Destiny references.

https://www.mediafire.com/file/6omm65bpcs0okqq/CC-Arc%2527s_Updates.zip/file

Only includes the actual character .json files, no .csvs for the faction tags and such. I'm not entirely happy with the running/retreat lines for the Federation Captain but I couldn't think of anything good. Category tags/etc. are set up, so they can be filtered out with the disallowed tags if desired.

I'll see if I can't make some more later.

37
General Discussion / Re: Transverse Jump Missing?
« on: June 30, 2021, 11:56:43 AM »
It's also possible it got shunted to the second ability bar - there are enough vanilla abilities that if you have more than a couple of mods that add abilities, it'll shunt stuff along.

Fortunately there's little PREV/NEXT buttons down there that you can use to check.

38
General Discussion / Re: Why even beams
« on: June 30, 2021, 11:53:13 AM »
Beams are also 100% accurate and usually long range, on turrets they are great for taking out fighters. They are easily longest range weapons in game with the right hull mods so are great at keeping enemy at a distance, or long range flanking.

Not just fighters; they're a decent way to catch/pressure phase ships. Phase ships are very capable in the right hands but they also tend to be extremely fragile from what I've seen, so a couple of good beam hits will either knock them out entirely or at least damage them to the point they retreat, without giving them an opportunity to simply phase away from the incoming attack.

39
Mods / Re: [0.95a] BigBeans Ship Compilation
« on: June 27, 2021, 06:02:55 AM »
Wide Hammerhead looks... interesting. Will have to see how it handles once I start my next campaign.

Marauder and Brigantine seem like they'd make good neutral ships, looking at the designs some more. The old front-and-back Marauder turret config could even be reused for the neutral model; fluff it up as a convoy escort that the pirates have re-engineered into a convoy raider, perhaps.

40
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 26, 2021, 02:59:17 PM »
There's a setting to disable EUTECK consumption. If you're using the "enable all projects" setting, disabling consumption probably makes sense.

Yeah, that's what I've been using since I only found the one of them. I'm just wondering if it might be possible to strike a middle ground. A single infinitely-reusable EUTECK feels broken as heck, but at the same time only ever getting one of them due to RNG is a pain, y'know?

41
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 26, 2021, 11:52:29 AM »
RNG's just mean sometimes. In my current main run I have like half a dozen corrupt nanoforges, four orbital lamps, and piles of other nigh-useless stuff (it's difficult to use the farming nanites, given their restrictions on minerals) but I've only ever seen one EUTECK. I will say I haven't explored anywhere near all of the sector, or maybe even half of it. Lots of places I haven't turned upside down, though I have raided a lot of orange/red beacon systems.

Might be nice to have some kind of charge system or have only certain modification events consume a EUTECK entirely. ???

42
Mods / Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
« on: June 25, 2021, 10:45:04 PM »
@Histi- what's your stance on submission of custom characters or corrections to existing ones? I have a couple I've been experimenting with. Knowing exactly what triggers what event would be helpful though (particularly the difference between "retreat" and "running").

Also kinda surprised there's no "target destroyed" event, come to think of it.
Submissions and corrections are always welcome :)

On the message types: 'running' is when a ship is moving away from the enemy, 'retreat' is when the fleet is in full retreat. The others should have self-explanatory names more or less, but I should note that a few of them (specifically need help, running, engaging and pursuing) are based on the ship's internal AI flags, which is somewhat opaque and I don't fully understand them myself.

There's no target destroyed message because there wasn't a "good" way to detect who killed a ship. I think it's easier in 0.95, but don't feel like re-examining the feature at present.

Fair. I can certainly see how it might be tricky to hook into that sort of stuff.

I need to switch around a couple then, I think. Once I've got the polish done I'll see about uploading them.

43
Mods / Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
« on: June 25, 2021, 08:30:09 AM »
Huh, have you tied the kind of character the ship gets to the kind of ships? Just ocurred to me I've been using LP frigates a lot in my last few games which could be why I'm getting these lines so often if you've tied this "character" to LP ships lmao. Cool system if so, I'd thought the lines were just pulled from one big pool hence the feedback, could maybe use a bigger pool of lines on that one perhaps though.

It primarily depends on officer type, or faction tag for non-officer, non-player ships. I think non-officer player ships pick pretty much entirely at random.

Note that if you grab the Console Commands mod you can also reassign an officer's character file. I had to do this since one of my early officers was apparently using the robotic set for reasons I can't fathom. It was a little jarring to see this fresh-faced meatbag talking like a robot and never using capital letters...



@Histi- what's your stance on submission of custom characters or corrections to existing ones? I have a couple I've been experimenting with. Knowing exactly what triggers what event would be helpful though (particularly the difference between "retreat" and "running").

Also kinda surprised there's no "target destroyed" event, come to think of it.

44
General Discussion / Re: Do you have a preferred flagship role?
« on: June 23, 2021, 03:11:48 AM »
I'd like to try a dedicated missile spammer but it seems like even the modders shy away from making something that vomits a million missiles across the map.

Grab the Hiigaran Descendents, get yourself a Kuun-Lan Battlecruiser or Vanaar Cruiser, and fit them out with Abas missiles - they automatically reload over time, and the Kuun-Lan's active ability significantly reduces missile reload times (the Vanaar just has flares). Catch is the Kuun-Lan's system generates unhealthy amounts of flux and Abas TAMs are energy damage so they're not particularly good against anything (having another ship to drop the target's shields with kinetics and then using HE missiles is far faster for kills), though they aren't particularly bad against anything either.

Still, if you push it to the limit with skills and/or a couple of good officers you can have dozens of missiles flying at a time, which is fun.

Alternately the ARS/Legacy of Arkgneisis Donovan-class hull has a Missile Autoforge which can replenish any missile system, but disables weapons whilst active and likewise generates a lot of flux. Eight small missile mounts makes for quite a bit of missile spam.

45
General Discussion / Re: Noob needs help with ammo
« on: June 22, 2021, 05:44:50 AM »
A slight grammatical annoyance:
A newb is someone who doesn't know what they're doing due to unfamiliarity. As such it is merely a descriptor of ignorance, not an insult.
A noob, however, is someone who doesn't know what they're doing due to a refusal to learn. As such, it is both a descriptor of ignorance and an insult.
Due to the very similar pronunciation most people just merge those two meanings into one and just type "noob" for every situation. I've seen it used plenty of times without it being perceived as an insult. Meanwhile I barely see anyone use the term "newb" anymore. Still good that you explained it, it's useful to know the difference.

It's almost like language is constantly evolving. ;)



Back to the topic at hand. Something else to keep in mind; stations tend to have missile autoforges which allow them to replenish the ammo for their missile systems. Whilst they don't (usually) have many missiles mounted, those they do have can keep firing indefinitely.

Certain (rare) ships may also have similar systems, though these tend to generate a lot of flux whilst operating and run rather slowly.

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