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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 - Selfcontrol

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121
General Discussion / Re: Are [REDACTED] weapons useless ?
« on: August 02, 2023, 01:07:54 PM »
What really ?

Oh my god. I feel so stupid. After reading your answers, I felt so confused that I dived right into the game files (I only use 3 mods so it was quick) ... only to discover that it was HMI that introduced a very small limited number "AI-influenced weapons" (example : a pulse laser or a HAC, they just have a colour swap).

I don't know, between the colour swap and the description that reminded a lot vanilla descriptions, I was 99% sure that it came right from vanilla.

I feel so stupid. Disregard anything I said.

122
General Discussion / Are [REDACTED] weapons useless ?
« on: August 02, 2023, 12:13:21 PM »
I'm not talking about the [SUPER REDACTED].

After doing several playthroughs, I have noticed that [REDACTED] weapons are ... useless ? Not only I never found any build on the internet which uses them, but I also never found myself wanting to use them. Even the AI don't seem to use them a lot ...

I remember the first time I looted a Remnant version of a weapon and I was quite excited ... only to be dissappointed very quickly. What is the point of these weapons ? Do you use some of them ?

123
Mods / Re: [0.96a] LOST_SECTOR - Exploration and quest content
« on: August 02, 2023, 11:56:09 AM »
Hello.

After finally beating the story (loved it btw !), I'm doing a new playthrough, this time with a Wolfpack-type fleet. I'm having troubles unlocking Hostile Takeover and I'm wondering what is a "proper fleet" and being "qualified". Is only a minimum level required ? I messed around with the console commands and it seems that I need to be level 14 to unlock the quest, regardless of my fleet's composition (I tried buying a couple of cruisers to see if I could unlock the quest sooner, but the level requirement stayed the same).

Level 14 is a too high in my opinion, especially since you can do a combat focused build and heavily expand your fleet power with a piloted flagship. I wonder if lowering the minimum level to 10 wouldn't be better.

The requirement check scales off the player level, officer count and their level, and fleet size. It does pretty heavily weigh the player lvl, but the fleet size check only counts fitted ships which is probably why you didn't see a difference when you tested.

Thanks for your answer. That clears up a few thing.

After playing some more, I think the new hullmods you made shouldn't be lootable. They should only be acquired by doing quests. These hullmods open up lots of possibilites even for vanilla ships and are very refreshing to use (and powerful) and acquiring them should be a reward. However, I always find them before doing the first quest : Enemy Unknown. Since it is not a quest you can rush early game, you always do exploration missions and bounties to get money/XP and I always find most of the hullmods or all of them after looting a couple of Resarch Stations.

It kinda dillutes the feeling of being rewarded.

124
Mods / Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« on: August 02, 2023, 10:36:44 AM »
WHOOPS.

The proxy error didn't come up in the Discord, apologies.

HMI Supervillians 0.0.4c

-Fixed some erroneous magnetic fields
-Fixed hmi_proxy_charge error

Download HERE.


In regards to HMI and Brighton Federation: There is an update coming that fixes the mercenary fleet problem. Thing is though, the update won't be save game compatible (as it fixes a lot of different other things), and I need to test to see if it won't blow up. I apologise for being silent because I've been working hard on this update, even if the update isn't exactly 'huge' from the outside.

But expect things Soon.

That's good news ! Any ETA ?

125
Mods / Re: [0.96a] LOST_SECTOR - Exploration and quest content
« on: August 01, 2023, 03:41:19 AM »
Hello.

After finally beating the story (loved it btw !), I'm doing a new playthrough, this time with a Wolfpack-type fleet. I'm having troubles unlocking Hostile Takeover and I'm wondering what is a "proper fleet" and being "qualified". Is only a minimum level required ? I messed around with the console commands and it seems that I need to be level 14 to unlock the quest, regardless of my fleet's composition (I tried buying a couple of cruisers to see if I could unlock the quest sooner, but the level requirement stayed the same).

Level 14 is a too high in my opinion, especially since you can do a combat focused build and heavily expand your fleet power with a piloted flagship. I wonder if lowering the minimum level to 10 wouldn't be better.

126
Does updating the mod to the newest version will make the Telos quest spawn in an on-going playthrough ?

127
Mods / Re: [0.96a] LOST_SECTOR - Exploration and quest content
« on: July 24, 2023, 01:30:49 PM »
Hi. A couple of remarks :

- Pirate ships from the Underworld mod appears in Kesteven military market when, realistically, they shouldn't. Perhaps it has something to do with how Kesteven markets are configured ? (no idea) ;

- Bounties and derelict (probes, ships, etc) can spawn inside Kesteven outpost system ;

- Kesteven is almost never at odds with anyone with Nexrellin. After taking a look inside the files, it probably is that way because Kesteven only starter disposition is with the Hegemony (despite their alignements). While covering other authors' mods is not realistic, I think it could add more flavor to the faction by slightly adjusting its preferences towards vanilla factions. From what I've read, I think it would makes sense for Kesteven to not be well-liked by the Luddic Church (its still a corporation developping technology even though it is not as extreme as TT) and TT (it's a direct competitor) and more or less neutral towards everyone else (except of course pirates and the Luddic Path). It would make sense (I think) to cap Kesteven max relationship with TT (something like along the lines of 0.7) and the Luddic Church (something along the lines of 0.5), to give it slightly higher chances of having negative diplomatic events with them and slightly higher chances of having positives events with the Hegemony.

128
Mods / Re: [0.96a] LOST_SECTOR - Exploration and quest content
« on: July 22, 2023, 07:04:27 AM »
Quote
Huh, that's the first complaint I've heard about the takedown sound, I'll make slightly quieter I guess. For now you can adjust it yourself by going to data->config->sounds.json and editing the volume of "nskr_takedown".

Thanks a lot for this tip !

I'm thoroughly enjoying your mod. It's a very well-crafted mod combining quests / (some) new mechanics and a limited and well-thought number of new ships and weapons making it, in my mind, mandatory from now on for my next playthroughs.

Spoiler
I'm currently being demolished by the ennemy fleet during the 3rd mission, the ennemy cruiser is an absolute beast !
[close]

129
I yearn to have Ind-Evo in my modlist once more, i'm sorely missing the exploration additions and buildings (academy my beloved)

Then use the bootleg? There's a link in the comments here

How functional/crash prone is it?

It mostly works, the only issue I've encountered is what others have reported with artillery stations not dying correctly.

Also using the bootleg version and this issue is not consistent. First time I used the mod, artillery stations wouldn't die correctly, but now, they do die and I don't have to use the kill command anymore. Weird.

In short : the mod works 99% of the time, sometimes even 100%. I've never had any crash.

130
Mods / Re: [0.96a] LOST_SECTOR - Exploration and quest content
« on: July 19, 2023, 01:59:06 AM »
Hello !

Just a small comment to tell you that I'm having lots of fun building the Kestevan ships. Not only does their design tick all the boxes I like, but I'm a huge fan of the whole "Augmented weapons/systems" hullmods and the ship systems themselves are very refreshing (the Mercenary might be my new favorite destroyer). The Dragontail and Kingstork might be a bit too powerful (their base stats are impressive even for 8/6 DR frigates) though. On the other hand, the Malediction and Verity feel very balanced while filling a good niche.

I also like the lore of Kesteven a lot. They really feel part of the Starsector lore as a smaller corporation-type faction !

The new threats are frankly terrifying and even their hostile encounter music sounds threatening. They are sufficiently rare (at least in my current playthrough) that each encounter feel unique (the "have a nice day" took me by surprise). Again, great job !

The only thing I dislike is the sound of the Blackbird destroyer when it kills an ennemy. The visual cue is nice, but the sound is very loud/annoying. Do you know if it's possible to tune it down or remove it ?

131
Mods / Re: [0.96a] Console Commands v2023.05.05
« on: July 12, 2023, 09:11:16 AM »
Suggestion: currently the AddOfficer command can only create male officers, would be good to be able to choose gender, it has effects on dialogue and stuff.

Addofficer does not only create male officer. It's random. I use it from time to time and I get female officers (female name and portrait) too.

132
Mods / Re: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)
« on: July 12, 2023, 09:09:37 AM »
Ok, I need some help.

Diable Avionics is a fantastic mod. It is beautifully crafted and a lot of love was put into it.

But I'm getting demolished in early and midgame. Well, not demolished, but many fights are a very real struggle.

Idk, I feel like most of my ships are either flux-starved and can't reliably attack or the weapons themselves are somewhat very limited with a couple of exceptions. I have tried so many loadouts none of them feel satisfying or good to use. For example, on the Vapour-class, I've reached the point where I just put 1 HVD and 1 Heavy Mauler on it : it now has the range to actually harass and use its superior mobility but it doesn't need to vent every 3 seconds or expose itself because of the Diable's weapons shorter range. Overall, I tend to disregard most of the Diable weapons now ...

I know the Diable are supposed to rely on their wings and their ships' mobility but man every fight is stressful.

Know what you're going through mate - I did a full Diable playthrough in 0.95, and the early game was definitely the worst part. My advice - for the most part, ignore most Diable frigates if they're not Versants. The Versant - if you're willing and able to get good at using it - is an absolute monster VS frigates. It's a transforming 8 DP elite "frigate" that turns into a fighter craft for a speed and armour bonus (but disables the built-in Energy guns when you do) that requires you to master switching between both forms to chase, escape, and kite a variety of targets. It's a wonderfully fun little ship that deeply rewards the investment you put into mastering it while you save up for something a bit meatier.

The destroyers are decent - the Hayle class destroyers are quick, pack good firepower, and are hard to pin down. The Pocket Gust's special ability lets you commandeer one of your Wanzers and personally pilot it - which can be quite a lot of fun with one of the high level Wanzers. They've all got Burn 9, Sensor Profile 60, and can bully core trading fleets and kill pirates while staying out of the way of things you can't actually beat. You aren't going to take on cruiser-heavy fleets or fleets with capitals using just a Versant and some destroyers, but you can dance around and kill everything else. The Fractus class destroyer carriers only cost 11 DP (compare to the Drover's 14 DP or the Condor's 10 DP) allowing you to swarm the enemy with cheap Wanzers on a budget while still having better weapons and flux stats than either (though it is a bit slower than the Drover).

Cruisers are where Diable really starts to shine somewhat. The Daze is an absolute brick - with the amount of long range kinetic it can pack, flux stats, and with its ship system, it excels at "tank and spank" gameplay and is good for holding the line at a respectable 22 DP. It does tend to get run down by supership capitals like Radiants though. The Haze is 25 DP... expensive for what it does. Yes a cruiser with a flicker core is scary, but it's not worth the cost imo. The Rime (P) is an outstanding raider's marine boat, coming with an in-built Ground Support Package and 400 cargo. Diable's logistics ships really support raider/pirate/smuggler gameplay in the core worlds very well. Finally, the Gust is an outstanding stand-off cruiser with 1 Wanzer slot and a Large Mount, that excels at line-battle shootouts where it can personally support its launched Wanzer with pressure from an Uhlan Siege Laser (or a Mostro if you're on a tight OP budget?) and classic Diable mini-missile spam.

Probably the greatest ship Diable has - and generally considered one of the most ruthlessly efficient mainline ships in any Starsector mod, period - is the Maelstrom. Seemingly weak at first glance, it's a very strong performer for its 45 DP pricetag. Has a high skill floor, and an even higher skill ceiling.
The "wanna-be Radiant", the Maelstrom is incredibly hard to master for many reasons, not least of which is its weak-ish armour and flux stats, only one large mount, and long cross section which makes it hilariously vulnerable to flankers and enemy fighters. Despite its weaknesses, the ship is a monster in the right hands - meaning a captain with Helmsmanship Elite and Systems Expertise. The "Phase Grazer Core" system is the key to success - the in-built "Dampened Mounts" mod gives your ballistics extra range, allowing you to pressure from long range, giving you an opening to then flicker in and punish any weak targets. The movement speed of your ship also translates to how far you flicker - learn how to switch off your point-defense and get Helmsmanship Elite (for the zero-flux speed boost) to rapidly jump on and kill vulnerable targets. The Phase Grazer Core also allows the ship to rapidly flick around to face and kill flanking targets who think they have a drop on you, and it can also be used to get out of dangerous situations - flicker back 3 times, vent your flux, then continue to keep up the pressure on an enemy who is now high on flux and out of torpedoes! If the Phase Grazer Core wasn't scary enough, it also allows the Maelstrom to vent a large fraction of its flux - a skilled captain can dodge a Reaper salvo, drain their flux and still stay in weapons range keeping up lethal pressure. This makes Systems Expertise a mandatory skill for any captain using it. I recommend m

The Pandemonium is like the same thing, but bigger and costs a laughably expensive 75 DP. Is it stronger than a Maelstrom? Marginally, but its best use case is taking on Star Fortresses and as a slot-efficient raiding ship when looting Chico's Pristine Nanoforge. No - wherever a Pandemonium might be tempting, just use two Maelstroms. Three Maelstroms are cheaper and much more powerful than two Pandemoniums. The only reasonable use-case outside of that is a combat focused player character using it to hunt down and kill Radiants (with help), but you can just use your Gulf [edit: said 'Calm' earlier, get this one from an IBB bounty or a special Tri-Tach fleet] for that without it costing 75 DP lmao.

The wanzers are... polarising. The cheap ones like the Frost pack a surprising punch, and the Avalanche and Blizzaia hit like trucks, while the most expensive ones (when not personally piloted) leave me shaking my head. No matter how tanky they might seem, they're all still very vulnerable to uninterrupted point defense. Tartiflette clearly worked very hard to keep Diable balanced and possibly overdid it, whereas Alex himself has introduced crazy new stuff like Champions, Executors, the Invictus, doritos etc, let alone all the mods that add slightly overpowered ships. Luckily, you have two one-of-a-kind hero ships you can pick up - there's a Diable deserter using a battlecruiser that is best built as Lasher-on-steroids, potentially so lethal it can even survive a 1v1 with a Radiant, and one of the home-defense fleets of Diable's home system includes an immensely powerful and hard-to-catch destroyer with switchable abilities and switchable built-in weapons.

Some good weapons... you can't really go past Uhlan Siege Lasers (30 DP) in the late game for long range bombardment, while the Nocturne EMP Array is an outstanding Medium kinetic EMP beam that can quickly overload shields and quickly overload enemy targets, ideal for mounting on Versants and Maelstroms alike - providing critical EMP burst that can nearly one-shot frigates and wipe out PD on capitals allowing your Avalanches, Blizzaias and Frosts to get to killing. The Lazyhorn Warp Projector is very good Medium PD and pressure weapon - it has high DPS and fires flux-efficient gravity bubbles that chew up enemy fighters and missiles while also severely annoying enemy frigates. The Artassault Revolver cannon (Medium) is really good mounted on a Versant, effortlessly chewing up enemy frigates. As for small weapons... the Recson S is an 800 range kinetic weapon (nice!), but otherwise all they have going for them is point defense.

A solid faction, but one that relies heavily on both your character's combat skills in addition to good positioning. Make sure to keep testing your loadouts in the simulator - especially the Wanzers. Sometimes, a fancy looking Wanzer with a high OP cost and excessive replacement time isn't even as effective per-slot as the cheaper one with higher unit count and faster replacement time. The simulator is a good start - make sure every loadout you build can beat a vanilla ship of roughly the same DP cost. That's just the starting point - use the Combat Results mod to see which loadouts are lethal for your enemies, or your own fleet.

Holy crap ! Thanks a lot for your detailed answer !

After (painfully) getting through early midgame, yes, I agree with everything you said. The frigates are simply not good (except for the Versant-class) compared to most of vanilla frigates. Some destroyers are also of questionable utility imo (I love the Hayle and the defensive one with dampened mount, but I really don't see the point of the Calm-class (?) imo even if I found its shipsystem to be incredibly cool).

The faction really starts to shine once you reach the cruisers and frankly, I think the Maelstrom-class and the Storm-class are a bit OP. The Wanzers are simply amazing and by far the strongest Wings I have ever played with (if you saturate the ennemies' PD) to the point that many times my jaw was litteraly dropping.

It's a bit of a shame for the frigates (I really really like frigates in this game) really.

However, I still do not like quite a few weapons of the Diable and especially the Recson (both medium and small). It's the kind of weapons that forces you to get Ballistic Mastery not to improve the weapon, but to make it work.

133
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: June 26, 2023, 05:36:51 AM »
Hi.

I have a newbie's question: if I change the settings during a campaign, do the new settings apply to the current campaign?

I had deactivated invasions, but in hindsight I'd like to activate them for new colonies only.

134
Mods / Re: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)
« on: June 19, 2023, 08:46:53 AM »
Ok, I need some help.

Diable Avionics is a fantastic mod. It is beautifully crafted and a lot of love was put into it.

But I'm getting demolished in early and midgame. Well, not demolished, but many fights are a very real struggle.

Idk, I feel like most of my ships are either flux-starved and can't reliably attack or the weapons themselves are somewhat very limited with a couple of exceptions. I have tried so many loadouts none of them feel satisfying or good to use. For example, on the Vapour-class, I've reached the point where I just put 1 HVD and 1 Heavy Mauler on it : it now has the range to actually harass and use its superior mobility but it doesn't need to vent every 3 seconds or expose itself because of the Diable's weapons shorter range. Overall, I tend to disregard most of the Diable weapons now ...

I know the Diable are supposed to rely on their wings and their ships' mobility but man every fight is stressful.

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