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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Selfcontrol

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Suggestions / Re: Give base Brawlers built-in Escort Package
« on: May 17, 2024, 04:08:17 AM »
Destroyer level bonuses would give it range to match a cruiser, which would be neat. But even the base bonuses would be great if it came built in.

As is, Brawler seems outshined by Lashers and Centurions n the escort role. Lasher outguns it, and can even match it's range with the right build, whereas the Centurion is more capable of face-tanking. And ofcourse both of these cheaper ships provide good point defense at that.

Escort Package was created because most destroyers were very bad in lategame because, unlike frigates, they were not agile enough to avoid being destroyed by whatever cruiser decided to focus them. Destroyers were mostly cruisers--. Hence the increased range, maneuverability and shield efficiency from Escort Package.

If Escort Package is made available for frigates, it should give different buffs than those given to destroyers. If not, most destroyers will be made useless again.

Suggestions / Re: Allow the Gate Hauler to redeploy gates
« on: May 17, 2024, 04:02:24 AM »
The Gate Hauler disassembles after deploying the Gate to provide ressources for the new colonists. It's in its lore.

General Discussion / Re: High tech feels like a wet noodle.
« on: May 17, 2024, 03:48:21 AM »
The Omen is overpowered and should be nerfed (8 DP instead of 6). It's not "okay". It's the best frigate in the game (yes it's better than a Glimmer, by far).

System Expertise and Elite Target Analysis turn its EMP Emitter into the best anti-frigate and anti-destroyer weapon in the game (reminder that EMP Emitter deals energy damage too, not just EMP damage). A couple of them will also slaughter any cruiser that doesn't have a 360 degree shield.

It's also tiny (making it suprisingly hard to hit), has more than enough speed (especially since there is no reason to not put Unstable Engine on it), has a great Flux Capacity that can be maxed out for maximum tanking power and a 0.6 shield flux/damage ratio.

Suggestions / Re: High Scatter Amplifier and laser PDs
« on: May 12, 2024, 03:11:48 PM »
Not seeing the problem. None of the plasma cannon shots I saw deviated from true at all, and Plasma Paragon landed every shot except the ones blocked by the intervening wreck, which, incidentally, also happens with beams. What's the problem I'm supposed to see?

The word you and Signir are looking for is : velocity.

Plasma Cannon is a very accurate weapon. That is true. However the projectiles takes time to reach the target. Time during which the target can dodge/evade the incoming projectile.

Beams have "perfect" accuracy in the sense that they not only don't spread, but they also reach their target almost instantaneously.

can you install that after you reach the default level of 15?


General Discussion / Re: High Scatter Amplifier, yay or nay?
« on: May 11, 2024, 11:42:51 AM »
So what weapons are good for HSA at all? Burst lasers like Rift lance Phase lance IR autolance (maybe?) and Tachyon? What about other Omega weapons? Anything that works there? In the case of non-burst lasers is there any way to make them work? Due to the nature of high tech doctrine (excluding outliers like paragon and astral) using HSA beams to slowly but surely grind down ships at close range probably unadvised unless you can somehow guarantee they won't get targeted. Maybe something on midline can pull it off? Or a lion guard ship?
A HSA monitor technically would fit the bill but... That's just two tactical lasers or something.

You shouldn't ask what weapons are good for HSA, but what ships are good for HSA. HSA is a very very bad hullmod but some ships can make it work because of some quirks.

1) Paragon :

Tachyon Lances and Graviton Beam because Advanced Targeting Core exists.

2) Scarab :

Tactical Laser and Burst PD laser with Elite Point Defense because Temporal Shell exists.

3) Odyssey :

Tactical Laser with HSA is decent because lots of small energy mounts pointing in the same direction is fine with Autopulse or Plasma Cannon. I mean, it's not great and a "normal" Odyssey will probably be better, but you are not gonna cripple it.

4) Glimmer :

Graviton Beam and Tactical Laser because High Energy Focus exists and they are super fast with Alpha Core.

That's it. IR Autolances are not good because they are fragmentation and have the "use less against shields" tag. Phase Lance are powerful but 400 range is a no go even on a fast cruiser like the Aurora.

Mods / Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« on: May 11, 2024, 06:41:53 AM »

Regarding the secret hullmods (spoiler) :

Those hullmods are not interesting imo, but I think a very small buff should be enough to make them interesting => increasing the CR bonus to 15% instead of 10%.

The Crew Training Skill (+15% CR for all fleet) is currently mandatory because it is a very effective boost to your ships and is a Tiers 1 skill. Each 15% bonus CR beyond the base 70% gives a ship +5% damage, damage reduction, speed and maneuverability. As a result, 100% CR gives your ship +10% to all these stats which is very noticeable. However, your unlockable hullmods only gives +10% CR, so a +3% bonus to stats.

By buffing the hullmods to 15% bonus CR, the player could tinker with different builds. For example, he could put the hullmod on a low tech ship (which has high PPT) and switch one skill of his Officer from Combat Endurance to a new skill (but it will costs some Ordnance Points). Or the player could put it on all of its ships and not use Crew Training at all, etc.

General Discussion / Re: High Scatter Amplifier, yay or nay?
« on: May 10, 2024, 10:44:01 AM »
So, is the overall conclusion of this thread that HSA is only viable when building a group of Paragons for close-range brawling, and only then because of its significant range boost?

It's also viable on the Scarab because of its ship system.

That's it.

HSA needs to be reworked imo.

Hi again !

Nevermind my previous question. I was trying to do something waaaaaaaaay too complicated for me by messing around with the src folder.

I simply put the new hullmod straight into the data/hullmods folder and it worked :)

Hi everyone !

I'm trying to iniate myself to modding. I know my way around some files using notepad and a csv editor, but now I'm trying something way harder (at least for me) ... to make a new hullmod and to add it to an existing mod (for my personal use and only as a test bed).

I'm trying to copy the effect of the Invictus' Ablative Armor hullmod but with a reduced effect (only -50% to armor damage reduction calculation instead of -90%) and I'd like to add it to a ship.

I found the Ablative Armor hullmod java file in the Starsector core files, copied it, put it into the mod I'm using for testing ("MOD/src/data/hullmods") and renamed it (ex : ""). Then I changed a single value inside the file to reduce its effectiveness to -50%.

After that, I modified the CSV hullmod file from the mod. I added a new line for the new hullmod, gave it an ID, gave it a quick and dirty description and I entered the script location ("data.hullmods.TestArmor" without the "").

Finally, Imodified the built-in hullmods of the ship from the mod I'm using as a test bed and added the ID of the new hullmod to it.

So far so good (I think ?) but now when I'm launching the game, it crashes saying something about "Class" went wrong and I have no idea what I missed ...

Mods / Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« on: May 04, 2024, 10:57:28 AM »
Question about the endings :

I did a pure vanilla playthrough recently and hotdamn the last fight was super hard on Starfarer difficulty ! Very fun though.

I tried to find all "endings" and I want to know if I'm missing something :

1) First, I lied to Eliza to make her give me the 2 disks (no idea if it has any effect on the endings) ;

2) Then, I found 3 possible endings :

a) Side with Eliza => you get the blueprints for the heavy ships + weapons, 30 reputation points with the Pirates, Eliza becomes a Very High Underworld Contact and you enter hostilies with both Kesteven and the Hegemony (the game says "They will not forget this anytime soon", what does it mean ?). You can refuse to give her the UPC but she will only try to kill you ;

b) Side with Kesteven => you get the blueprints for the light ships, 25 reputation points with Kesteven, tons of trade points, you can get all ships and weapons from Kesteven and you become hostile to Tritachyon. Eliza also tries to kill you ;

c) Side with Tritachyon => you get either 2M or 2,5M credits and enter hostilies with Kesteven.

Am I missing something ?

PS : I don't know why, but the portraits of all the characters seem to be buggued since last update ? They are all replaced by vanilla portraits.

EDIT : I might be dumb, but can someone explain me how Throne's Gift works ? I get it that you earn automation points, but how do you use them ?

General Discussion / Re: High tech feels like a wet noodle.
« on: April 21, 2024, 05:14:50 PM »
On my current game made a killing developing Tri-tach contacts and farming their high tech bounties. It was incredible how much faster they die.

I never met a human fleet, be it TT or Heg or whatever that proved to be a challenge unless I voluntary gimp myself (EDIT : now that I remember the phase fleet from the Ziggurat questline is a decent challenge).

Human fleets suck in general once you have good game knowledge.

Even the Remnants are not much of a threat (at least single/double Ordos).

On top of that, TT has a bad doctrine. That doesn't help at all.

Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: April 08, 2024, 07:08:55 AM »
I mean, it's still disgusting to have the fun police as usual, and it's a regular frustration with every update, but the new additions at least help with dealing with the sour taste of it.

I'm curios about this bit. Some balance changes you didn't like? Do you mind elaborating on it?

I think it has to do with the nerfs to both Cyclone Reaper Launchers and Proximity Charge Launchers.

You know, 2 weapons that were vastly overpowered in their respective categories.

General Discussion / Re: Your favorite frigate fits in 0.97?
« on: April 08, 2024, 06:55:54 AM »
1. I recently fell in love (again) with the TT Brawlers. Really neat little frigates ;

2. Killing other frigates and capturing objectives, at least in the lategame ;

3. I don't use Lumens but I recently started using Glimmers with Alpha Cores. Because of their Reckless AI, I give them only beam weapons (graviton and taclaser etc). With High Energy Focus they are surprisingly good against human fleets at killing other frigates and they are good support/distraction against Remnants. With 1000+ range on all their weapons, the AI tend to not get into a knife fight and die right away. I like them a lot ;

4. With Best of the Best and Flux Regulation, I give them S-modded Hardened Shield, Flux Distributor and Hardened Subsystem. Then I go with Front Shield Conversion and Unstable Engine. Weapons are 2 LMGs. 15 vents / 1 cap. I like to put officers on them with with Elite Field Modulation and Elite Point Defense (if I have access to at least 2 elite skills). They are still insanely resilient, just not downright immortal anymore ;

5. TT Brawlers are excellent. Far more survivable than LP Brawlers thanks to their Plasma Jet system. 2 Phase Lances used to be my go-to build for them and now that Phase Lances flux efficiency has been massively improved, they are even better ;

6. The Omen is still the best frigate in the whole game (it really deserves to have its DP increased to "8"). Afflictor is still an S-tiers frigate in the hands of the player (I prefer the Afflictor P for AI and it's also S-tiers) ;

7. Vanguards. Vanguards are good. Really. I like to put max dual LMGs on them with Elite Point Defense and then 3 linked Swarmers. They are very, very impressive against other frigates. And in the early game, they are also really good against destroyers and some early cruisers because of all the missiles they can pack ;

8. I hate the Hyperion with a deep passion. It is a beast with Omega weapons, don't get me wrong, but it requires too many things to work properly unless you put Safety Override on it (and I dislike SO).

I liked it too, but I think it should stay an easter egg.

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