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Messages - Silver Silence

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16
General Discussion / Re: What's your fleet?
« on: April 25, 2016, 11:29:06 AM »
A IFed Auria fitted with IFed autoguns and Scy light miniguns for PD along with 10 wings of phasing Serkets. Currently using a Templar Arondight in the central hardpoint, did have the hadron boomstick there before. I do have two Diable cruisers, the ones with four frontal medium hardpoints all slotted with IFed Mass Drivers but even with the absurdly good light miniguns for PD and extreme range in those mass drivers, they love to massively overextend and get up in people's faces until they explode, I've given up using them. They're just there as a place for my two officers to live.

17
I tend to use missiles that regenerate ammo and pretty much leave out non-regenerating missiles entirely. I dislike having to back down from fights to do nothing more than reload missiles and incur a second CR hit for doing so and given that I also like the large protracted engagements with ships on very high CR timers, I feel that it'd be better just using the OP on regenerating missiles that last in those sustained fights or no missiles at all and use the spare OP for heavier weapons, flux or hull mods. On the topic of losing ships to missiles though, does it still count if I get nickel and dimed to death by light gunfire (fighters with LMGs or similar weapons or that one lasher on your butt) after copping several torpedoes to the face during an overload?

18
This might not even be an issue with the Bushi in particular but I'm having a slight problem where they want to push for an engagement with this fleet but on the field, they deploy no ships and after about 30 seconds, I get "enemy fleet defeated" and the battle ends immediately after. Reached their end of the field, nothing deployed. Fighters start to fan out and search but the battle is over and the fight finishes. Bushi presses for another engagement. Completely unarmed ship makes no effort to move after burning in because AI ships can psychically sense the lack of enemy ships to fight and it's mere presence on the field is enough to cause a win with no CR penalty because no fighting happened. This wuss fleet is annoyingly stopping me from taking over a planet because of their constant interruption and unwillingness to field ships but I'm sure that can be fixed by just coming back later.

19
I only have the ships and weapons but in Nexerelin, that seems to be enough to make them appear around the place. Just landed at a size 4 Independant market that had two Hadrons on the open market. The ships and weapons are pretty much in working order, you can move all the necessary info from ifed to any particular mod or the core files and they should work. It's just a few minutes with Notepad++ and a spreadsheet program. I was tempted to put everything from Ascendancy into my game but I fear for my load times. Plus Ascendancy did it's balance a little differently if I remember correct, not sure how well they'd fare in the vanilla modiverse.

And Diable fighters, I've given Valiants a go because come on, space fighter jets that transform into EVE's Ogres but they do tend to get shot up quite a bit more than Serkets because of their inability to phase and buzz around to a new attack angle like gnats with guns. I did also try Lightning phase bombers and I strongly feel that those things not having a souped up version of the lightning gun as their strike weapon so their pilots can yell "Lightning bolt!" is a missed opportunity and in the ridiculously big blob fights that occur in Nexerelin when invasion and strike fleets all butt heads together, I can just arbitrarily run out of my ability to give orders and they start getting really derpy trying to take on ships with a single Burst PD. Even without orders, Serkets work pretty well and I can always click the lot of them and tell them to run down a ship if they're doing that thing where the AI doesn't want to get close enough to engage this lone fleeing ship because the tailguns might hurt them. At least with fighters, I can deploy more when the AI acts up, as opposed to a few hundred thousand credits on a new cruiser, weapons and crew.

20
I always look at the Eschaton and think it should be a battlecruiser or something because seeing it in the market, I don't see any obvious cargo crates or those big Phaeton tanker pieces that make me think "oh, that's a freighter".



I find fighters to be the perfect tool for a brdy-only fleet, personally, as being outnumbered and not having enough distractions nullifies a lot of brdy's strengths. Having knights around to keep them in combat is quite cost-effective. It's mostly vanilla fighters that aren't useful, a lot of mods bring quality fighters to the table that are well worth the supplies.

Does it still count if a fleet is mostly an angry swarm of BRDY Serkets? Phase makes them amazing fast-cap units as well as making them pretty survivable and they also amusingly use it to land for repairs as quicky as possible. And if you just throw enough of them on the field they tickle just about anything that doesn't have exceptional laser PD to death.

21
Mods / Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
« on: April 18, 2016, 05:28:42 PM »
Oh my word, I've only just got around to fighting the SHI in this Nexerelin playthrough. This music is really nice. Kinda reminds me of the Vanu. Though I'm pretty sure I can hear the loop in it, bugs me a little. Went into the files and noticed this is just the neutral encounter music? I'd love to hear the hostile version.

22
Suggestions / Re: Weapon Styles
« on: April 18, 2016, 02:31:40 PM »
I think most vanilla weapons looks strange. Hardpoint variants are usually just squished versions of the turret and the weapons all have their own colourations and few things really have a matching style. The HAG is a bright yellow, the MkIV autocannon is brown, the Gauss is silver and copper. At least for the most part, high tech weapons look in place on high tech ships, being all shades of blues and whites with outliers like the ion weapons and the Tachyon.

23
Suggestions / Re: Component based, procedurally generated weapons
« on: April 18, 2016, 11:40:03 AM »
Where would you set the baseline for it, though? Would it be like Diablo or Path of Exile where a weapon has modifiers built upon a base that remains the same throughout? Or like Borderlands whereupon all weapons would be turned into parts, so you start with a chassis, say, the heavy blaster which we'll just call blaster. From the blaster, you then attach a barrel. A standard barrel would make your regular heavy blaster. Triple barrels for a tri-blaster shotgun thing. Numerous barrels would create an autoblaster. Numerous barrels in a different arrangement could also make a shotblaster. A single long barrel would make an LR blaster. Do we go further, do we add capacitors? Boosted heavy blaster with more damage? Optimized LR blaster with further increased range? Repeating tri-blaster with increased spread and RoF? Do we end up with the Hephaestus Long Cannon that has a single big barrel and works like a large-slot heavy mauler? (I'd be okay with that, really). Loot systems can extend longevity but this is a single player game, eventually peopel are just gonna edit all their weapons to their preferred optimal combination. Or it can become an annoying gimmick when you scavenge rare or difficult to acquire weapons that have parts that completely ruin the typical use of the weapon.

24
Suggestions / Re: Weapon Styles
« on: April 18, 2016, 11:18:16 AM »
That (color-shift) would be pretty easy to implement, but would result in a lot of sameness, because it'd require some specific palette or whatnot to avoid silly things when tinted. 

I'm not sure I like this idea, though- making the guns look more like the ships, in terms of color, would make them blend in more and thus be pretty confusing visually.  RTS's usually get away with this because they're 3D; in a 2D presentation, it would be less amenable and we do care about being able to tell what weapons are what.

I mean... I quite like the sameness personally. I like factions that have weapons to fit their style. Like SHI, or the Hiigarans or the NGO. Problems would arise with kitbashed weaponry though, like what's found on the Bushi with many of their weapons using the Burst PD chassis with different hurty bits sticking out.

But the idea of ships uniformly having a primary/secondary/tertiary paint could be nice for all those ships that are paintjobs of current vanilla ships with improved statlines. Then those paintjobs would match the faction using them. The monstrous flying station that the Luddic Church/Path get from SS+, painted in the striking green/white/red or green/black/red of the Luddites. And if you capture one, then you could have them all hot frigging pink if that's what you wanted your fleet to be coloured. *shrug*

25
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 18, 2016, 10:23:24 AM »
A good plan till you discover one is a fixed forward hard point with no traverse, two more sit on the flanks and don't cross the frontal arc and a fourth is mounted to the rear but hey, at least the fifth and final gun covers about 120 degrees to the front.

26
Mods / Re: [0.7.2a] The Knights Templar 0.9.5g
« on: April 18, 2016, 10:16:42 AM »
Additionally, in doing that, the Secace, Galatine and Arondight all have the ability to force overloads on you if you're the sorta person to only ever raise shields against torpedo hits and use the passive venting that would've been diverted to shields instead on pewpewing for as long as possible until you're at 95%+ flux. Having not played for a few months, it took me a few fights to remember that was a thing when fighting the Templar.

27
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 18, 2016, 10:11:15 AM »
Speaking of Cabal, you can't ever get on friendly terms with them, can you? Playing in Nexerelin, they have no stations and are just occasional fleets that stop everyone and ask for money.

I play with Nexerelin too.  They don't have any dedicated stations but they do have a market.  Check your faction directory and visit some Tri-Tach stations.  I just cheat my relations up a little bit when I decide to give them "contributions."

Yeah, I do remember landing at a Tri-Tach station and seeing that hot pink Cabal market in there but I don't remember which one it was and as Tri-Tach are in an alliance with me, they're all over the place now. The Cabal didn't help much there, either.

28
Mods / Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« on: April 17, 2016, 07:23:34 PM »
I have a question guys: is it possible to disable the god mode command? I needed it to win an impossible fight with way to much things done without having saved before, but now I would like to undo the god mode... Is that possible?

God, infinitecr, infiniteflux and all that stuff should reset after each fight but disabling them is just a matter of typing the same command again. "god" to turn godmode on, "god" to turn godmode off.

29
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 17, 2016, 07:17:26 PM »
Speaking of Cabal, you can't ever get on friendly terms with them, can you? Playing in Nexerelin, they have no stations and are just occasional fleets that stop everyone and ask for money. Initially, they were good fights when I started playing, demanding my ships instead of money but now that I have a fleet and many millions in the bank, they only ask for money. If I accept and give them some money, I get something in the region of -20 to -40 rep. If I tell them to take their offer and shove it, they get all "uwotm80?" and attack. With their one frigate. Against my one battlecarrier and hordes of Serkets. And attacking them causes relations to deteriorate because that rep penalty for giving them money never makes them hostile, so my defending against pointless aggression counts as unwarranted attacks. They do have pretty great music though.

30
Suggestions / Re: Weapon Styles
« on: April 17, 2016, 04:10:29 PM »
Like a colour palette? Like how RTSs distinguish a faction's units with several visible areas coloured and like how EVE Online alters the colourations of turrets to suit the ship's paintjob that they're mounted on?

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