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Messages - celestis

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31
General Discussion / Re: Courageous (crazy?) Small enemy groups
« on: January 20, 2016, 04:26:10 AM »
Encountered that too. Looks like an issue to me

32
Thanks for the reply, Alex. Unfortunately this isn't a hullmod - it is a script adding a temporary shield in combat. I guess there is no way to reassing the ship AI to "shielded" after the effect took place (and back to shieldless after shield is removed)?

ShipAPI.resetDefaultAI() should do it. Will make the AI forget what it was thinking, but shouldn't be a huge deal.
Thanks a lot, I'll try that!

33
And another question: is ShipAPI.setShield() actually working?
I called it on a shield-less ship, but it didn't raise shield ever. I tried dev mode and transmitted command to that ship and wasn't able to do it manually too.

It should work - just tried it and it does. Two issues: one, the AI won't become aware of having a shield if you add it to a ship mid-fight, and 2) the ship needs to have a shield radius and center set up in the .ship file. Which it also needs for the shield-adding hullmods to work, so specifying those is a requirement even for shieldless ships. I'm guessing the latter is the issue here - it's probably raising the shield, but it's just radius 0.

Thanks for the reply, Alex. Unfortunately this isn't a hullmod - it is a script adding a temporary shield in combat. I guess there is no way to reassing the ship AI to "shielded" after the effect took place (and back to shieldless after shield is removed)?

34
And another question: is ShipAPI.setShield() actually working?
I called it on a shield-less ship, but it didn't raise shield ever. I tried dev mode and transmitted command to that ship and wasn't able to do it manually too.

35
Suggestions / Re: New Weapon characteristics I'd like to see.
« on: January 16, 2016, 10:35:06 AM »
Quote
I have not steal Interdiction beams. I have create this beam alone.
I didn't mean anything) I just pointed to a convenient sample to see it in use: relatively many PBC variants use that beam.

36
How can I determine that a fighter has just spawned from carrier bay/is currently launching from the bay?
API has methods isLanding, isFinishedLanding, but they seem to indicate only the landing TO carrier.

37
Mods / Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« on: January 14, 2016, 09:16:59 PM »
Were both your ships under AI control?  Test AI vs AI, no captains,  and let me know your results
No, I played the battle twice - for both sides.
Now tested with AI too. Results are pretty much the same for Moros vs Xu: AI handles some variants even better than me (those requiring micromanaging many weapon groups). Multiple kills with little to no hull loss. Thanatos never managed to win, as expected, but dealt considerable damage.

38
Mods / Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« on: January 14, 2016, 10:18:16 AM »
Tested the Xu (TD pocket battleship) in simulator and I don't quite understand why are you so sure that it will "rip me in half". I defeated it in 4 different Moros variants, while only in one of the battles I left with less than 95% hull. Blew it up twice in Thanatos too, but that was much harder. Some variants were a complete failure, like Gauss or HIL, but they are intended for different situations. Playing for Xu, on the other hand, was easy only if the AI was stupid enough to try kiting. So, balance-wise I find its performance very decent.

39
Suggestions / Re: New Weapon characteristics I'd like to see.
« on: January 14, 2016, 05:16:58 AM »
INERTIAL/SNAIL GUN/GRAPPLER - slows target down
Take a look at PBC mod with Interdiction beams ;-)

As for having different damage across available range, I'm totally for it, this gives a lot of flexibility and variety. Like, massive AoE damage projectile that is not so harmful until it gets enough away from your ship...

40
Mods / Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« on: January 14, 2016, 01:39:31 AM »
Quote
Also the flux stats on Theseus and Kratos make them poor tanks
Theseus has good armor and can use the system to keep things running for longer. Not only flux stats make up a tank.  +it can be an awesome torpedo ship.
Kratos is meant to kite with beams.

Quote
The TD pocket BC will rip you in half bro.  GL with that:)
I try to balance against vanilla, not other mods.

41
Suggestions / Re: Multi-Area Combat
« on: January 13, 2016, 11:39:05 PM »
@TJJ's idea fits more in current game state. Complex "battlefields" are both not likely to ever be implemented and will lead to much longer engagements. And having your civ ships being forced to engage is a nice thought, given the listed probability effects.

42
Mods / Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« on: January 13, 2016, 09:49:46 AM »
Quote
why you felt like it was necessary to have a broadside capital
Not necessary, of course, but there are few of them, so a bit of diversity is probably not bad with that number of mods around.

Broadside ships have one good advantage - armor. If you use frontal design and ruin the frontal armor, you may find yourself quickly losing hitpoints afterwards. For broadside ships you always have an option to switch sides. And for Moros you in fact have 3: two sides and front. All that is at expence of one large slot not being able to target small ships at front, which is quite acceptable to my mind.
That is probably quite off from the usual human playstyle, but I guess AI is relatively okay with that. Decent side firepower has saved me several times on this ship.

I will probably test how the overlapping large slots feel, I'm just afraid that it will be too OP in this case.

As for the price tag, I looked it up and it is 300K, same as Paragon, which is indeed a bit too much. But Moros is definitely more solid than Odyssey at 250K, so I think I will settle the price tag somewhere in the middle.

43
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 13, 2016, 03:06:46 AM »
Great sprite, but feels a bit blurry, as @kazi said. Maybe add more greeble there?

44
Mods / Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« on: January 13, 2016, 02:35:28 AM »
Moros is intended to be versatile, while being able to engage by both front and broadside. If fighting large ships, all large weapons can fire on the same target at once. And only one is out of arc if fighting something smaller. Moreover its special weapon and system are essential for battleship dueling, so I don't really consider it underpowered. Price... Well, it is vastly influenced by economy I guess, because I don't remember setting it to be as costly as 400K. Will check that.

Pallas shield and system sound will be fixed, thx for noticing, @Network Pesci.

About Orion burn, I agree with @Gezzaman: you have hullmods to adjust all that. It is not intended to be a very good ship after all.

P.S.
I added a poll to the thread, so you can vote for the changes that you would like to see most in the next update.

45
Suggestions / Re: out of fuel missiles...
« on: January 13, 2016, 01:25:33 AM »
At least don't decrease the damage for everything - only for allies. Otherwise you won't be able to snipe with reapers across the map lol

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