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91
General Discussion / Re: Conquest, anyone?
« on: November 08, 2014, 04:45:00 PM »
For those having trouble finding ships: don't forget that the game divides ships into three tiers or epochs: Mastery epoch (high armor, low shields, ballistic focus, usually brownish colour scheme), Expansion (blended focus, usually grey colour scheme), and Modern epoch (high shields, low armor, energy focus, usually light blue colour scheme). If you are unable to find a particular ship, you may be looking on planets that normally sell the wrong epoch ship. If I recall correctly, Hegemony bases sell Mastery, Sindrian Diktat sells Expansion, and Tri-Tachyon sells Modern ships.

If you're having no luck finding a particular ship, you may just be searching bases that have the wrong epoch ships. Try adjusting your search accordingly.

92
General Discussion / Re: Balancing: Do frigates render fighters worthless?
« on: November 07, 2014, 08:46:40 PM »
1) With Navigation 10, frigates have much more burn than destroyers.
2) Destroying skilled capitals with Medusa or other destroyer is very difficult to impossible.

Back in 0.62, lone Medusa can kill everything.  Not so in 0.65.

The Tempest, on the other hand, is quite possible. Got my first one today, fit it with dual heavy blasters, and managed to crush even cruisers solo, within 2 minutes flat.

93
General Discussion / Re: Balancing: Do frigates render fighters worthless?
« on: November 06, 2014, 04:02:58 PM »
Did some more testing, and I'm adding an addendum to my analysis. It seems ighters can phase through friendly ships and friendly fire. In small fleets this doesn't matter, but if you have 12+ frigates trying to focus onto a single target, all bumping into each other and crossing into one another's line-of-sight, well... it ain't pretty. But with fighters they can pass through your own shots, and even through one another, making swarming that much deadlier in huge numbers. That, on top of the inability to respawn seems to make frigate swarms much more micromanagement-intensive than fighter swarms.

That being said, if you do care enough to micromanage them, frigates still perform much better. For example, you have a burn rate three times higher than a cruiser/capital carrier group, which not only means you can escape or catch fleets you otherwise couldn't, but also that you have (theoretically) only 1/3rd the logistics cost of a carrier group the same logistical size (since you can move to places in 1/3rd the time). And frigates can still be custom-built with hullmods and weapon mounts to fulfil pretty much any role imaginable, unlike fighters.

One thing I still think needs balancing, however, is speed. Frigates seem to move sufficiently quickly that with even a small headstart they can outrun all but the fastest fighters. I don't think tankers and freighters should under any circumstances be able to escape interceptors.  ::)

94
General Discussion / Balancing: Do frigates render fighters worthless?
« on: November 06, 2014, 11:49:43 AM »
I'm sure most of us have by now reached the end-game, wherein we graduate from our frigate fleets to mightier vessels. But one common problem when moving up a pay grade like this is that it becomes harder to catch fleeing vessels in combat. Your big, shiny new ship is sure tough, but also quite slow. Initially I kept my old frigate fleet around in reserve and used them to hunt-down fleeing transports and the like. But once I'd saved up enough cash, I decided to upgrade to a carrier and fighter support. However, I soon realized that fighters weren't all what I thought they would be... it almost feels like they are effectively just another class of frigate. A much crappier one at that.

Fighters seem to have roughly the same initial cost, same burn speed, same combat speed... but generally inferior offence and defence. You might suspect that they have a "hidden" defence bonus because they move faster than frigates, and therefore can dodge fire -- but that point is moot if you use high-end frigates like the Wolf, whose combined combat speed, teleport, and longer-ranged guns lets it dodge fire better than any fighter (but with much heavier shielding and armament than fighters). Initially I thought their inferior combat ability would be compensated for by using them with a carrier, you know, so that instead of a good ship with a single life (frigates) you'd get bad ships that could die over and over (fighters).

Then I looked at the heavy fuel and supply demand of fighters+landing bays (the carrier's upkeep costs divided by the number of landing bays), and found the results surprising. While the per-unit cost of a fighter with landing bay had roughly the same per-unit fuel costs as frigates, they consumed far more logistics (works out to ~4-7 supplies/daily per fighter with landing bay, compared to 1-2 supplies/daily with frigates). So the frigates are more combat-worthy, AND cheaper to maintain? Even if fighters can be re-spawned for "free", their increased daily supply cost means that for the same price tag, you could afford replacing the occasional frigate without losing money.

Anyways, that's my review of the fighter, and why I'll probably never use them again until they're rebalanced. It's worth noting that I'm still a fairly new player to the game, so please feel free to point out any oversights I may have made. I genuinely love the concept of fighters and carriers in space sims (I mean, who doesn't? They're as iconic to space sims as the battleship) but I feel like they're simply worthless for anyone who wants to squeeze the most combat ability out of their fleet.


95
Here are the .62a versions of LazyLib and ShaderLib (or basic if you need it)

Thanks, those libraries worked! I suggest maybe bundling them together with your 0.62 version of the mod -- at least until you finish the update to 0.65 -- so that other players won't have to go through the trouble of asking for help with errors and waiting for someone to post the URL for the older library downloads.

96
So, I edited the Vmparams, I got the libraries in and activated, I got the 64 bit java into the folder and I'm getting this error. Any ideas?



Hey guys, I'm a complete newb who just got starsector a few days ago, but wanted to try out some mods due to the feeling of lack of content in the base game. Downloaded a redundant version of the game (0.62), edited vmparams (and double-checked for typos), installed both the libraries, activated the mods and libraries, updated java... and get the same error. Any idea what's happening? Sorry in advance if it's a stupid question and I'm missing something obvious, like I said I'm brand new to the game.  :D

The only thing I can think of that might be causing an issue despite using the older core game and mod, is that the two libraries (lazylib and shaderlib) being updated for the new game version. I don't suppose anyone with a working version of the mod could upload the (possibly older) versions of the libraries they're using so I could try those?

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