Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ChaseBears

Pages: 1 ... 13 14 [15]
211
Suggestions / Re: belts, terrain, and sensors
« on: December 14, 2015, 03:44:27 AM »
yeah. you guys are right about the belt/ring thing.

hiding in asteroid belts is a sci-fi cliche but would still be pretty handy to have in game.

as the sensor system is i think the player needs more places to hide. once you have a few ships to bang together the detection range even with go dark is pretty wide. sneaking into any place with more than one patrol seems impossible, due to the market lockout+nigh impossibility of getting your signature low enough to make it in without being jumped.

a mod in the tech tree that reduces sensor profile would be a great boon.
i think this is deliberate.  being sneaky is better suited to using a single vessel, or very small group.

Note that phase cloak ships have naturally reduced sensor profiles

212
Yeah thats what i ended up doing. My Java ended up being incredibly ugly but it seems to work alright.  Used Excel to make up a big list quickly. 

213
I'm not against per se, but I can't see how Harpoons, Salamanders, or Sabots ever qualify as not-useful. 

214
Another Q.  Is there any way for auto-named ships in missions (as in, not in the campaign) to draw from a name list?

I have a bunch of prime numbers for machine ships in my ship name list, but having random human ships pull from that is annoying.

I looked through the API documentation but it looked like the only thing you could define for a side was its ship prefix, and I quickly got lost in the weeds when digging through the campaign fleet spawning API.

215
Suggestions / Re: More Carriers and Destroyers
« on: December 13, 2015, 02:02:26 AM »
Yeah the lore seems messed up on carriers.

The Heron's lore implies that it was new pre-collapse, although it doesn't share the ultra-modern look of such ships. It certainly looks older than the Astral or Odyssey.  It specifically says the Hegemony is wary of using it but it's in their list and their only other options are the civilian conversions.  Either the lore should change or there should be a new Hegemony-tech carrier.

I think you are being a little unfair to the Hammerhead, it trades 250 armor for a way better shield vs the Enforcer in terms of survivability.  It seems let down by its default variant more than anything, the standard version is built for close assault and it is unquestionably worse at that than the Enforcer.

216
Hello,

I'm trying to figure out how subfactions are defined. Namely, despite looking through what feels like every file in the starsector-core directory, I can't find how the Lion's Guard are defined as related to the Sindrian Diktat other than their comms channel.  Can anyone point me to the right file?

217
General Discussion / Re: Prometheus vs. Phaeton
« on: December 12, 2015, 02:11:53 PM »
just going off the 'height' of the hulls cubed it should have about 3.4x the volume of a Phaeton

so 5000 sounds perfect :)

218
Suggestions / Re: fighters - a new analysis for a new patch
« on: December 12, 2015, 01:42:18 PM »
I'm curious what size fights you guys are basing these judgements on.  In the current patch I've been running 3 wings with a condor in relatively small fights and only very rarely have I lost a wing from severe immediate casualties.  

I do agree that fighters have suffered from the proliferation of newly fast-projectile, highly accurate, rapid firing, long range weapons with the introduction of officer skills.

I prefer the current soft cap on wings per deck where limits per deck are emergent rather than a hard cap.

Quote
Finally, the point I was making about weapons is the attrition factor. No, fighters will never be as threatening as a line of capital ships but the problem is that you can kill huge swaths of them and cost the enemy virtually nothing. If I knock out three wings of fighters but lose a frigate, I still lose. The fighters will be replaced if I don't get the carrier and I'm out not only the ship but the weapons, too. Fighters are basically "free" DPS.
They arn't free though, it's not like they come back infinitely.  Your average fighter squadron CR 60% only comes back 3 times max. (I'm not sure if repairs drain CR?). So killing 3 fighter squadrons temporarily is actually ~equal to killing one for good in the strategic sense, and every replacement comes out with lower and lower CR.  On the third replacement they might as well not have launched for all the good they can do. 

Unless my understanding of this is totally rusty and wrong which i'm not ruling out.

219
Hey there,

After noticing that every ship was using default supply values, I edited the shipdata csv to add the new fields and chose arbitrary values for each ship based on vanilla starsector.

Should be identical otherwise.

[attachment deleted by admin]

220
Mods / Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
« on: November 06, 2013, 07:07:31 PM »
i'm about 1/3 of the way through editing all the ship descriptions xD

221
Mods / Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
« on: November 05, 2013, 02:03:31 PM »
I got it, it's a formatting problem - a comma out of place and maybe some duplicate entries too. this file works when i test it (crashed before).

I also discovered that frag missiles lack a detonation sound~~
Code
{
"id":"whd_porcupine",
"specClass":"missile",
"missileType":"BOMB",
"sprite":"graphics/missiles/bomblet0.png",
"size":[9,11],
"center":[4.5,5.5],
"collisionRadius":9,
"collisionClass":"MISSILE_FF",
"explosionColor":[255,155,155,255],  # purely visual, will get a white additively blended core on top of this color
"explosionRadius":100, # purely visual
"behaviorSpec":
{
"behavior":"PROXIMITY_FUSE",
"range":80,
"explosionSpec":
{
"duration":0.1f,
"radius":180,
"coreRadius":60, # full damage within core radius
"collisionClass":PROJECTILE_FF,
"collisionClassByFighter":PROJECTILE_FIGHTER,
"particleSizeMin":3.0,
"particleSizeRange":3.0,
"particleDuration":1,
"particleCount":100,
"particleColor":[255,155,155,255],
"sound":"explosion_flak",
}
},

"engineSpec":{"turnAcc":0,
 "turnRate":0,
 "acc":0,
 "dec":0}
}

222
Suggestions / Re: Giving orders after CP have run out – at CR cost
« on: November 04, 2013, 12:02:07 PM »
i like it in theory, but i think it stumbles in the case of accidental orders or newbies who arn't paying attention and then slaughter their own CR.

223
Mods / Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
« on: November 04, 2013, 11:35:31 AM »
I made a chart~~

Noone take it TOO literally. But it's food for thought.

Connnecticut SRM frigate, 20 missiles, vs ballistic point defense weapons.

Code
Weapon -	OP	Kills
Bofors Bat 12 20
Rapier Def 10 16
23mm Quad 10 10
Closein WS 10 15
42mm Adv 10 18
52mm Link 9 15
Shotgun - 8 5
40mm Flak 8 16
42mm Flak 8 13
14mm Dual 5 7
Bofors Gun 4 8
Vickers MG 3 8
23mm Gun 3 6


Not included: ammo depletion rates, behavior as part of an array, differing battlespace conditions, etc.  Obviously there's a lot that affects things. For example, even the good defense systems tended to let 1-2 of the first missiles through because of the high closing rate (forward thrust  + long range missile fire).  That was the case for the 42mm advanced, it nailed every shot after the first group. 

But I do think it illustrates the prob with the quad 23mm. Crappy is one thing, but it costs 10 OP and it has less than 50 seconds of ammunition supply to boot.

As for the regular 23mm... It's not so much its damage or anything, it's just that it cant hit the broad side of a Sword.  I made some videos to show this quite literally.

http://deadlyshoe.com/games/IronTest.zip

One is of Darts, and you can see them miss all day long against a large slowly moving target.   The other is of the ISA Pursuit fighters, which land most of their hits.  I believe the difference comes from the ratio of the bullet speed to the fighter speed.  The AI doesn't compensate well for the effect of its own movement on the bullet physics - you can see the ISA fighters whiffing when they are at certain approach angles too.

(Color values of dart video altered to show bullets more clearly.)
Quote
Microlaser is the same as 23mm gun - a very cheap energy weapon for 4 OPs. Good against single burst of low HP missiles (piranhas, hunters etc), but lacks power against anything else. Array is much better against fighters, but still its an anti-missile/torpedo weapon. Beamers are what XLE use against fighters.

I was talking about the Array.  I can't repro the behavior though, now it functions normally (as opposed to flickering) when I go to record it.  I guess it was a weird artifact, probably java messing up ;)

Quote
the easy trade run in the Achiles system is honestly the only reason I play this mod more than once.   Sorry but spending hours to get enough money to field more than scrap is not fun.

especially since you can't actually make money from combat anymore, and when you start you don't have enough storage space to hold more than the supplies needed to get you to the next station, so all the equipment you get as a reward from combat gets jettisoned.

balancing/improving is great and all but please be aware that balancing that might make the mid/late game more interesting can make the early game a tedious experience.
Yes it is brutal. After falling on  my face a couple of times, I did a RSF mercenary start, spent all my cash on fuel and supplies, and went pirated 2-3 solo ISA traders.  The real loot is trade goods and fuel, particularly  stuff like exotic minerals.  Supplies don't matter so much anymore.  One run is enough to get you a freighter, ideally a Saiga hybrid (or something similar) to keep your speed up, which drastically increases your loot carrying ability.  This was way more profitable than trying to kill pirates... ;)



EDIT-
Ahahaha the RSF drone destroyer looks incredibly OP. I blew up 4 ISA destroyers at once in Sim.  It's just not even fair.  I  haven't tried anything further, the game crashed and i lost my save xD. Maybe that's justplayer hands. Will experiment further.

224
Mods / Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
« on: November 04, 2013, 05:44:32 AM »
I love this mod so far. It really shows off the potential of Starsector. 


Balance feedback: The RSF 23mm gun is problematic.  The bullet velocity is low enough that fighters equipped with it can't hit the broad side of a barn half the time.  It's also low enough that it takes a miracle to ever hit fighters, since they are almost as fast as the projectile.  The 23mm quad mount is awful, too; I was testing it in comparison with the micro-laser, and on an Ox against 10 Darts it managed to kill all of one fighter before running out of ammunition.  I have occasionally ended up with minutes-long "Dart Sieges" when my only surviving effective forces are Darts and a carrier.  It takes aaaaaaaages for the Darts to kill anything.  Suggestion: Increase bullet velocity for more consistent damage output.

I also found that the microlaser was effective, but wonky.  When it depletes its charge it 'flickers', which both looks weird and is ineffective. Is it possible to make it delay until it can fire a full burst?

Also...Maybe this is just RSF.  It's weird how civilian ships and pirates generally don't have shields, yet their loadouts are incredibly effective against vessels that rely on shields as opposed to armor.  It might define the gap better if Civilians used more Fragmentation and less Kinetic.  If you do manage to loot or find military high explosive weapons, the Civilian ships are pretty competitive simply because they are well armored and they can smash military shields as is! 

EDIT:

I think trading gives too much XP. I level up practically every trading run once I had 50000 in capital or so. 
Also. I just discovered that the Achiles system has a Orbital Factory about 2 feet from a Security Station. One sells Low-Tech Components at 80cr, the other buys Low-Tech at 90cr, it takes 5 seconds to get between the two... :)

Pages: 1 ... 13 14 [15]