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

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Messages - AppleSpice

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Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: December 16, 2022, 04:24:50 PM »
Hi I was able to obtain the novaeria and Solvernia. I want to ask do officer skills affect every section of the ship or only the command section of the ship? I noticed some hull mods work on the ship section and some do not. The utility hullmods seem to only work on the command section, but for combat hullmods like itu and resistant flux conduit do those actually work on the ship sections?

Mods / Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
« on: November 28, 2022, 08:04:14 AM »
Hi I just started playing your mods, and I noticed that the AI tend to self destruct when using system overclock. The AI never turns it off once it starts, This make fielding multiple units with system overclock unviable. The Ai almost always self destruct by the ability before it gets the chance to return to a carrier for resupply. Is there a work around for this?

Suggestions / Re: Militarized sub system needs a rework.
« on: November 19, 2022, 11:16:43 AM »
The main effect of this change would be applied to civilian hull ships meant for combat like Atlas mk 2, Prometheus mk2, etc. I would never put this on a buffalo or troop transport, but for converted combat ships they are extremely under utilized right now because they just don't have enough op points or enough flux dissipation to make them viable even as a budget fleet.

Suggestions / Militarized sub system needs a rework.
« on: November 19, 2022, 10:29:43 AM »
Right now militarized subsystem is extremely underwhelming if you want to use combat ships with civilian hull built-in. The extra 10% percent flux dissipation only applies to base flux dissipation value, which is extremely inefficient for how much op points it costs.

This hull mods purpose is to make civilian hull more viable as combat vessels so I think a small rework would be nice. The non combat focused effect +1 burn level should be removed In exchange for maybe 5/6/7/8% increase of total flux dissipation.

General Discussion / Re: How to build Doom correctly?
« on: November 15, 2022, 07:53:51 PM »
Thanks a lot for the in-depth explanation. This was literally the first phase ship I got I had no idea phase coil was a thing since it's not listed in the built-in hull mods. I tried out the speed build you suggested and it feels much better, but as you said the phase coil makes it extremely hard to survive after doing flanking maneuvers behind enemies. I also tried the weapon reload version, and it feel incredibly strong. Though the main reason I wanted to do the speed build was because I liked that play style of flanking enemies as I don't know any other ship that lets you play that way.

General Discussion / How to build Doom correctly?
« on: November 15, 2022, 04:56:44 PM »
I just got the doom ship trying it for the first time. I found some build guides, but my doom doesn't move like the doom ships in guide videos. It's literally like trying to move a brick I can't phase behind enemy ships like how people do in video. I don't think I messed up the build. Any advice on what I'm doing wrong is greatly appreciated.

Suggestions / Re: Gryphon AI range finding issue?
« on: November 14, 2022, 01:10:16 PM »
Using HVD and ITU is ok, but you lose a lot of op for capacitors and vents. if you want to make sure the Ai never overflux with the small amount of capacity that gryphon has you would have to remove all the small missile slots for capacitors and vents. It just doesn't feel great having to be forced to build a certain way for the ship to behave the way it is supposedly intended to.

Suggestions / Re: Gryphon AI range finding issue?
« on: November 14, 2022, 11:00:07 AM »
I specifically tested it with no officer, so this is the base behavior of the ship. I mainly do battles with only AI, so I try to design all my ships to be some what affective even with no officers in them.

Suggestions / Gryphon AI range finding issue?
« on: November 14, 2022, 10:48:32 AM »
I just started playing this game a few weeks ago, but there are some weird behavior with the Gryphon when loading it with any ballistic weapons the Ai will favor going into the range of the ballistic weapons even if there are only vulcans. I specifically loaded a Gryphon with max range missiles (squall MLRS, medium and small harpoons), but the AI would always charge into the range of its ballistic weapons even though its main weapons severely out ranged the enemy. When I removed all of the ballistic weapons and only used the missiles the AI then maintained optimal range.

I do understand that some players use pd weapons as main weapons so that would be the reason for AI to get into range, but in this case or maybe this is the case with all missile focused ships is that the AI heavily favors maintaining energy and ballistic weapon range over missile range. I do not know if the AI considers which weapons are intended to be used as main weapons, if it does then this can be adjusted for missile based main weapon ships.

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