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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 - ahrenjb

Pages: 1 ... 13 14 [15]
Suggestions / Re: Change conquest turret position
« on: May 07, 2014, 09:33:58 AM »
The conquest does exactly what it was designed to do, and is very effective at it. It's a highly mobile capital ship with a focus on firepower and sacrifices protection to achieve it. The conquest has distinct advantages and disadvantages, it has character, and to me that's the mark of a well thought out, well designed ship. It's easy to make a good, but boring vessel. There are plenty of mods with good examples of this. If you made the turrets point forward, the ship would lose its character and become overpowered and boring.

I agree that the AI is pretty poor at utilizing its capabilities. This will probably improve with AI changes in the future. However, it's a specialist craft by nature. I don't imagine that leaving highly specialized craft that require thoughtful piloting to the AI is ever a great idea.

Mods / Re: [0.6.1a] Omnifactory v1.8b (released 2013-10-05)
« on: May 06, 2014, 12:02:55 PM »
You can adjust the maximum number of a given ship class (I.E., frigates, destroyers, etc) in Omnifactory's config file. The default starts frigates out at a max of three, which always felt a bit excessive to me, so I always trim it down to one.

Settings are set once at creation and stored in your savefile, so there isn't a way to change them without modifying your save file right now. If you're comfortable with that, you'd open up saves/save_<NAME>_########/campaign.xml (make a backup first!) and search for <>. The settings for that factory should be just below this. You can also remove blueprints here, but you should be very careful when doing so. It's easy to break your entire save if you miss a closing tag somewhere.

I'm planning on releasing a backwards-compatible 1.9 update that brings the Omnifactory up-to-date with the current API (among other things, it'd use the correct name for ships and also strip/analyse the weapons of ships it consumes). Changing the production options to be per-session instead of set at creation and saved forever shouldn't be too hard.

I appreciate the responses guys, just the info I was looking for. I don't see myself starting a new game at this point, so it looks like editing the save file it is. I'll be sure to make a backup before I start messing with potentially game breaking settings. Adjusting the maximum production down to 1 for everything and removing a few blueprints should be just what I'm looking for. That in mind, removing blueprints should just prevent the factory from producing any additional craft of that type, without affecting current inventory or production of other ships, right? If that's the case, I'll have some fun buying up all the unwanted surplus and crashing them into enemy fleets.

General Discussion / Re: Holy Crap! Supplies are so expensive! o.O
« on: May 05, 2014, 03:28:20 PM »
I've found that I like supplies being expensive. It makes every decision carry more weight, and mobbing around with your whole fleet can get expensive quickly, especially on long hyperspace journeys. It actually makes sense now to restructure for fleet depending on what you're doing, to minimize upkeep expense.

General Discussion / Re: What's YOUR flagship? Modded or Vanilla
« on: May 05, 2014, 03:24:53 PM »
First off, I haven't gotten to a point where I can comfortably support a capital ship yet. So I'm sure my flagships will change as I have an opportunity to get into the heavyweights. When talking about flagships, I think it's important to take into consideration your overall fleet composition. Your flagship has to complement your fleet, and vice versa. The fleets I've been running typically utilize a cruiser size carrier for support, with another cruiser or a destroyer as my personal craft supported by frigates and fighters.

This ended up being a long post, so I've added some spoiler tags to break it up a bit and make scrolling past my long winded wall of text easier.

Playing vanilla:

For vanilla ships, I found that I really enjoyed piloting a Sunder. It's highly mobile and equips a fairly powerful shield. That combined with the three small ballistic mounts which I devote to PD (I almost prefer ballistic PD to energy options) allows for a pretty survivable destroyer in my hands. I don't don't how it fares with an AI pilot, haven't tried. The three energy mounts end up being my offensive weaponry, with an autopulse laser leading the way. By mounting a couple of flux-efficient weapons in the medium turret slots, you can keep constant light fire on the enemy, chipping away at armor or driving their hard flux up. By activating energy focus and dumping your magazine, the autopulse has incredible burst damage. I can pretty make quick work of any destroyer or frigate and pretty effectively engage cruisers in this manner.

If you support that with a Heron fast carrier, a couple decent fighter wings, and a good strike frigate or two you can dismantle fleets that largely outnumber you.

The Medusa is of course a great craft, and highly effective, but was always kind of dull to pilot in my opinion. I haven't had a chance to spend much time operating a Hammerhead, Falcon, or Eagle so I don't know if I'd like any of those more than the Sunder. I doubt it.

When it comes to mods, there is a ton of content out there so I'm slowly sifting through what's available and finding what works for my playstyle without diluting the universe, balance, quality, or theme too much. I'm a little picky about my mods. Currently running just six... I've found a couple of favorites, and still testing things out.

- Bushi
- Higaran Descendants
- Tore up Plenty
- Nomads
- Mayorate
- Blackrock Driveyards

One ship I found that really worked with the way I like to fight was the Rover Class Carrier from TuP. I feel like it fits the universe very well and is extremely well balanced, while being a quirky but useful craft. It mounts effective, if not oddly placed (which is a good thing, it adds character) PD, combines it with a decent sized mount good for supporting other craft or defending against frigates, and high mobility which is enhanced by the burn drive. You can get it into place very quickly while your other ships and fighters do the rest. Very neat ship.

Other mod ships and opinions:

I recently stowed my Rover in favor of a Bushi Tanto. Simply awesome aesthetics. Slightly reduced PD is augmented by increased long range offensive support in the form of LRMs and its built in "shuttle" weapon. It sacrifices some mobility in favor of a built in fighter wing, which I'm on the fence about. It almost feels like cheating. Quick, powerful fighters with no fleet upkeep cost or logistic hit. It's essentially free heavy fighters, and you get 6 craft. That combined with their ultra high RoF blasters and a somewhat obnoxious sound effect leave me kind of on the fence about this otherwise great ship. Time will determine if it remains a component of my fleet.

I'd really like to give the Lance carrier from TuP a run, I just haven't found one for sale yet. Another concept I've been playing with for carriers is replacing my single cruiser size carrier with two of the Hiigaran Faal-Corum Drone Carriers. Two small, fast ships would offer more tactical flexibility, but also complicates micromanagement and potentially leaves my carrier support more vulnerable. These also have an inbuilt fighter wing, in the form of drones. You get like 15 of them, each armed with the equivalent of a burst PD laser. Again, this feels a little overpowered. With the drones deployed in a holding pattern, this destroyer sized ship is effectively invulnerable to any massed amount of missiles and most fighters. Great concept for a ship, might need a little balancing attention.

Now that I've covered carriers, I guess I should get back on topic. Flagships. After reaching New Hiigara and buying their friendship, I purchased a Skaal Ion Beam Cruiser. After a brief test period, it was an easy decision to mothball the Sunder and make this my new personal flagship. It has a fairly slow, mediocre shield and only two open weapon mounts, both light energy. So what use is a fragile, relatively slow cruiser that can only mount a bare minimum of PD? The built in large energy weapon is what makes this ship shine. With a range that can keep you well out of reach of anything but LRMs or the occasional tachyon lance, this beam weapon is capable of dispatching any frigate or destroyer sized ship in a single burst usually. Cruisers rarely stand up to more than three or four firings. All this power comes at a cost, however. The Skaal is slow and unwieldy, and the maneuvering thruster and unstable injector mods are almost necessary to ensure a baseline level of mobility. It also generates flux. A lot of it. While the beam itself has a fairly high rate of fire, even with maxed out vents and capacitors flux has to be manually vented after each firing. Still, the ship has a lot of room for hull mods, maybe more than it should. I can equip unstable injectors, thrusters, turret gyros, and two high level small PD turrets and still have enough points left for nearly maxed out vents and capacitors. You are vulnerable to fighters, bombers, and frigates that manage to get close, but most AI frigates are too stupid to properly orbit and stay out of the way of your main weapon, a little escort support easily alleviates the enemy fighter problem. This ship is a ton of fun to use, hands down. Even with its drawbacks though, it feels a little OP. I might end up replacing it to avoid feeling like I'm cheating. I do, however, think it could be balanced pretty easily by dropping the burst damage to a more reasonable level. Cruisers should be a bit more demanding, and destroyers should be able to take more than a single burn.

I briefly played with a Bushi Katana, but found it lacking for my playstyle. It would make an excellent picket cruiser for a larger fleet though, I might bring it back for that later on. There are still quite a few more cruisers I want to try out, so we'll see what future testing has in store. I haven't had a chance to play with any Blackrock or Mayorate ships yet, and the Nomads are more fun to fight than to fly for me.

General Discussion / Re: Adult themes in Starsector
« on: May 05, 2014, 12:59:15 PM »
I think one of the best examples of adult things and moral exploration in games, particularly of this genre, is in Escape Velocity: Nova.

The game, while dated, has a colorful, well fleshed out world with interesting lore and in my mind is an excellent demonstration of how to balance a free, open world with a structured and storied campaign that includes random encounters and scripted events.

Alex has been doing a phenomenal job of developing this game. Progress has been steady for a lone developer working on a project as ambitious as this one, and his thorough write-ups of development decisions and game mechanics are one of the things I appreciate most. I would, however, recommend to anyone attempting to develop such a game that they go play through at least one (there are six individual, mutually exclusive story lines the player can fall into) of the campaigns as an example of what to do (and not to do, like forcing certain decisions on the character).

Another game in this vein that integrates some adult themes in a humorous manner without being particularly offensive or "cheap" is Star Sonata.

Mods / Re: [0.6.1a] Omnifactory v1.8b (released 2013-10-05)
« on: May 04, 2014, 05:24:20 PM »
Hey, first off, great mod. It works very well.

However, I was wondering how I would go about changing the production limits, or potentially removing "blueprints" from the omnifactory. I've somewhat taken to utilizing the factory as a base of operations, and the ship inventory has become kind of cluttered. I wouldn't mind reducing the production limits to say, one per type for all craft sizes, or possibly just trimming down whats available. Is there an easy way to go about this?



Got everything working now. Appreciate the assistance everyone.

Mods / Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
« on: May 01, 2014, 03:58:06 PM »
I was putting together a folder of all the "All Ships" images for the mods I'm running, and yours didn't have one, so I made this. I don't know if you have any use for it, but figured I'd post it all the same!

Great quality stuff, by the way. Your mod is one of the five I chose to run with Exerelin.


Hi ahrenjb,

It will probably be some amount of time before I have a non-DEV version of Exerelin for release.

In the meantime it may be best for you to grab the latest DEV version (, then click the download link on right hand side, next to 77.1MB). It should be pretty stable at this point :)

Added bonus is that it supports the latest version of all the supported mods (including Tore Up Plenty), plus a few other ones that are not supported in the latest stable release.

Thanks for the tip, I'll try that out as soon as I get home. Appreciate the quick response. Been following Starfarer Starsector for a couple of years now, and a whole lot of features have been added since I last played. Played vanilla briefly, then decided to see what the modding community had to offer. A lot, by the looks of it.

Just to clarify, the version of TuP that is supported by the latest DEV release of Exerelin is the "V7 - Exerelin Compatible Version" or the latest "V7b" version?

You did nothing wrong

It looks like Exerelin is still looking for the old Thunderchild id, which was changed from thunderchild_blue_Basic to tup_thunderchild for the ship id and thunderchild_Basic, thunderchild_Assault and thunderchild_Support for the variants.

Zaphide said that he'd update Exerelin to fix this.

In the meantime, it will probably work if you change Line 587 in yourself. According to Nanao-kun the leftover reference to thunderchild_blue_Basic can be found here. Just change thunderchild_blue_Basic to thunderchild_Basic.

Hope this helps!

I'm getting the same error as that guy. I tried the fix that you suggested, and I'm still getting the error. Any other ideas, or maybe an ETA on that fix?

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