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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Lightforger

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I should have checked this before making a report. However running the same test but, swapping out the condor with a standard mule with it's salamanders removed yields the AI blocking heavy autocannon fire over the HIL. Hopefully that saves you from a goose chase on the missile side of things.

Bug Reports & Support / AI underestimating the High Intensity Laser
« on: July 22, 2020, 02:34:59 PM »
As per the title the AI seems to place an extremely low priority on blocking HIL beams and will often block other much weaker attacks over it.

Stock starsector with three minor changes the apogee balanced has been add to sim_opponents.csv, all the non-HIL weapons on the apogee balanced variant have been replaced with mining lasers and the salamander on the condor support variant was replaced with a light autocannon. None of these should alter anything too much.

Sim setup to showcase it,
1. Grab a venture and give it a single graviton beam thirty caps and vents and, hardened shields.
2. Throw it into sim vs a balanced apogee and a support condor
3. Activate autopilot and it should favor blocking swarmers from the talons over the HIL in spite of the far greater threat of the HIL. Sorry the small size

Hopefully this was somewhat useful or at the very least didn't waste too much time.

Mods / Re: Neutrino Corp. (v. 1.6)
« on: April 10, 2013, 05:33:44 PM »
Since the AI can't use the phase missile system now if you make it built in and have a fast missile rack type system it could let the AI use the missiles giving me a reason to have the Causality in my fleet if I'm not flying it.

Suggestion for boss my custom flagship the Harbinger able to beat a nomad death fleet by it's self on autopilot. Should be a nice challenge for every some petty heavy fleets.



Bug Reports & Support / Phase ships can fire when cloaked
« on: January 08, 2013, 02:00:48 PM »
Phase ships can fire when cloaked if they hide under a asteroid not sure if it works with debris or not, amusedly the AI is the one who showed me this. To see this for yourself take a Doom and have an asteroid on your ship then decloak and you can fire when cloaked.

Bug Reports & Support / Thermodynamic Breaking Shield
« on: August 18, 2012, 09:51:01 AM »
It's possible to make a 0 flux upkeep shield:
On a omni shield ship fit a front shield generator then fit a stabilized shield and you get a 0 flux upkeep shield and can have the zero flux boost with your shield up.

Bug Reports & Support / Interdictor Beam listed in weapons
« on: August 11, 2012, 01:30:01 PM »
Basically the title in the codex under medium energy weapons you can find the interdictor beam.

Suggestions / Re: A handful of suggestions
« on: July 30, 2012, 12:20:41 PM »
Ok clearing up a few things....

First the flush pods remove hard or soft flux.
If your ships has 1000 soft flux it will take 500 if it has 1000 hard flux it will take 250.(not actual flux numbers of course)
The hard flux bit is to stop the ships becoming shield heavy the pods will let you live a bit longer or finish a overloaded ship, the hammerhead can hardly keep all it's weapons firing normally let alone with double firing rate on it's main weapons.

Test my fix for flak it is still the best pd system but does not out shine every other pd weapon and as a bonus it even gives you a reason to mount dual flak. I think one 8op flak can should not be able to destory from four 12op pilums lauchers when two 5op laser pd's or one 13op heavy burst laser will fail.

Anyway what do you think of the hull mods?

Suggestions / A handful of suggestions
« on: July 29, 2012, 12:49:19 PM »
System Idea:
Flush Pods
A simple system that removes a set amount of flux from the ship. Hard flux cuts in half the amount removed.
Suggested ships
Falcon, Hammerhead
The Falcon is already fairly maneuverable and has issues with flux slightly makes up for it's lack of power compared to other cruisers.
The Hammerhead also has issues with flux and doubling the rof of it's main weapons makes the issue worst.

Hull Mods:
AI safety measures: Greatly decrease the amount of crew killed when your hull is hit minor hull hp increase.
Improved Fail safe systems: Reduces the amount of time overloaded and slightly reduces emp damage

Weapon changes:
Flak offers a nigh unstoppable wall of anti-ship and fighter protection one flak cannon can easily keep multiple pulims at bay for very little flux and op cost compared to the missiles they shot down, cut flak damage in half and increase in spread from my rough testing it keeps them fairly powerful but can be overwhelm at bit easier. 

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