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 - Serenitis

Pages: 1 ... 82 83 [84] 85 86 ... 98
1246
Setting groups of missiles to alternate does actually alternate the firing sequence as you think it does.
It's just that the AI sees the next group of missiles is ready and available to fire so it does, with the same effect as if the player has control of alternating missiles and hammers on the fire button.

Everything is working fine, the only problem being there is no pause or waiting between active/loaded missile racks for the AI.

1247
Suggestions / Re: Longer ship names
« on: December 16, 2015, 11:22:42 AM »
Mistake Not My Current State Of Joshing Gentle Peevishness For The Awesome And Terrible Majesty Of The Towering Seas Of Ire That Are Themselves The Milquetoast Shallows Fringing My Vast Oceans Of Wrath

I like this this idea.

1248
General Discussion / Re: Emergency Burn Death Spiral
« on: December 15, 2015, 12:46:18 PM »
There are lots of solutions to your problem.
I for one am quite interested in hearing about some, many, or indeed all of these solutions.
Please elucidate. :)

1249
General Discussion / Re: Help me, I'm a newb!
« on: December 14, 2015, 11:50:41 AM »
missiles are usually an afterthought

I know folk have preferences and everyone is different etc.
But I can't help but feel just a tiny bit:



Missiles are such a good investment of OP - lots of damage, long range, and no flux. And frequently can be fired without aiming as many of them are self-guided.
To each thier own I suppose....

1250
Mods / Re: [WIP] Freespace
« on: December 14, 2015, 11:32:46 AM »
If the skinny vs. round deal is still a thing for ships, maybe the Hecate would be a better carrier/capital choice than the Orion?
Still, really interested in how this is going to turn out it looks great so far.

Also, thanks for reminding me how much I miss PXO and FS in general. :P
Spoiler
SuicideDarts represent - Pegasus 4 eva!
[close]

1251
Discussions / Re: Forum Theme
« on: December 14, 2015, 10:56:04 AM »
Oh my...
It. Is. Beautiful.

Very much working here. (1680 x 1050)
Thank you!

1252
Discussions / Forum Theme
« on: December 13, 2015, 11:44:04 AM »
I have a thing about bright stuff, so I like to use light text on a dark background as much as possible.
So looking through the forum settings I was pretty pleased there is an option for such in the "metallic abyss" theme.
However....

This theme has a really narrow area in which it displays actual content, about 50% of the screen width. The rest is solid blackspace border to the left and right.
This means the forum gets scrunched up and images get cropped and hidden behind scroll bars thusly:
Spoiler

[close]

Are there any other "dark" themes about which have the same wide format as the forum default?
Or any way of getting this one to use all that empty space for content rather than nothing?

Thank you lots.

1253
Suggestions / Re: More Carriers and Destroyers
« on: December 13, 2015, 11:29:42 AM »
Lately, I see plenty of enemy fleets with about 40 ships, with non-fighters exceeding 25 ships.  The 25 ship limit for players is too low.
Personally, I preferred the logistics pool which grew with your character skills.

1254
Mods / Re: [0.7.1a] Starsector+ 3.0.0
« on: December 13, 2015, 11:18:33 AM »
Any chance the pirate start could be put back in the mix at some point?

1255
General Discussion / Re: Help me, I'm a newb!
« on: December 13, 2015, 04:38:55 AM »
i wouldn't recommend SO if you're new. it seems like a "i'm feeling suicidal today" mod.
On the other hand, SO makes the early game much easier as you can win battles almost as soon you see an enemy but just bowling up to them and opening fire.

*Don't set your non-PD main guns to autofire.
AI tends to miss it against frigate or fighters even with max Gunnery Implants, and can't prioritize targets properly. A waste shot costs your flux pool while contributing none to enemy flux in return. If you need to fire more than two main cannon groups at once, toggle autofire(Ctrl + number in combat).
Ugh. Micromanagement is horrible and tedious.
I always set my main guns to automatic and solely control missiles myself and I've literally never had a problem with being able to hit things with it.
Even with zero skills an Enforcer's main guns can pick off fighters and frigates with very little effort.

Preferences I suppose. If you're a masochist micro your guns. :P

1256
Suggestions / Re: The Intel UI - An Analysis of Utility
« on: December 13, 2015, 04:29:57 AM »
Re: Map vs. Log

The map is better for seeing where things have happened.
The log is better for seeing when things have happened.

Most of the time I use the map, but the log is useful because it displays events in chronological order so it allows you to filter disruptions/opportunities much easier than the map as you don't have to interact with them to see the time the event started.

The biggest problem I have with the map though, is clutter.
Maybe consolidating similiar events into a single icon might work?
eg: all bounty payments have one icon total for each system, with a tooltip that displays the individual details of the payments on click/hover.

1257
Suggestions / Re: More Carriers and Destroyers
« on: December 13, 2015, 04:04:03 AM »
a new Hegemony-tech carrier.

A stripped out Dominator.
2 flight decks running down the middle from front to back. So it loses it's central engines, two rear small mounts, one forward small mount, and the middle missile mount.
Should probably take the large guns off it as well, and a lower speed because less engines.

A converted Onslaught.
Remove the large mounts from the wings, the smalls immediately aft of them, and the outermost missile mounts from either side.
In thier place have 4 flight decks, two each side.

Two slow tanky carriers made from what are probably the most prevalent ships in Hegemony space.

1258
General Discussion / Re: Help me, I'm a newb!
« on: December 13, 2015, 03:35:09 AM »
The Enforcer is a wonderfully forgiving ship which is essentially a ball of armour with excellent weapon coverage and a great big panic button.
There are lots of ways of equipping one, and which one works best for you depends on your preferences.

It would definitely help if you could tell us the exact loadout you're using, and how you're struggling when you fly it.
Until then....

The way I like to have them is:

Spoiler
Missiles - All explosive, and all homing so I can use them without having to point my nose anywhere specific. All the same type usually set to control group #1 and alternating fire.
Harpoons are the go-to choice for me, but swarmers can work as well if you like close range fighting.

Central gun mount - An explosive weapon with range 600 or more set to control group #2 and automated.
A Mauler is the preferred choice here, but if you're stuck and can't find one a Light Assault Gun will work.

Forward left/right gun mounts - Kinetic weapons with the best range you can find. Lots of choice here....
High Velocity Drivers and Heavy Needlers are the preferred option, Heavy Autocannons are pretty good, but Arbalests are fairly mediocre.
Both in control group #3, automated and linked.

Flank guns - Point defence weapons. These are the only gun mounts you have that cover the whole of your ship so putting PD weapons in them gives you a bubble of protection against missiles etc.
Dual Flak is the best, normal Flak is perfectly fine, and Heavy Machine Guns are okay (but they're much better at something else).
Both in control group #4, automated and linked.

With all these guns don't worry about putting a small gun in a medium mount if it does what you want it to do, or you want to spend points on mounting a specific expensive weapon / hull mod.

This ship wants to be flown at a range from enemies. Let your kinetics batter down thier shields and use your missiles to finish them when they overload / vent.
Burn drive lets you close in to range or escape from being overwhelmed.
The hull mods I like to use are: Expanded Missle Racks, Stabilised Shields, Blast Doors, Integrated Targetting Unit.
Put 2 points into capacitors, then fill up on as many vents as you can. Any left over points put into capacitors.
[close]

Spoiler
The other way of doing it builds your ship around a specific hull mod - Saftey Override.
This makes your ship fast but very time and range limited.

All the missiles are explosive again and are the only thing on this ship not affected by the range limits of SO.
Virtually anything will work here due to the very short ranges you'll be fighting at.

The centre gun is explosive again, but this time we can use the Chaingun. Both because the short range doesn't bother us now, and the double vents from SO lets us cool it properly.

The left & right forward guns want to be Heavy Machine Guns. Again the range doesn't bother us here, and the HMG is brutal close in against anything.
Even small guns work pretty well, Autocannons and even dinky little Machine Guns are decent at taking down shields.
If you're totally stuck by availability even the Arbalest can do okay as the short range we'll be fighting at makes the slow projectiles not matter nearly as much.

The flank guns are the same as previously, but with an added choice.
Flak guns give you better protection from missiles, but an extra set of HMGs gives you more punch against ships.
For ultimate dakka put HMGs in all 5 slots.

Hull mods: Safety Overrides, Blast Doors, Hardened Subsystems. Unstable Injector is fun but not nescessary.
With the SO hull mod, vents count double so maxing them out isn't as important (but still a good thing to do), so try an even split between capacitors and vents and adjust for your play style.

This ship wants to be flown right into the enemies face, where it will then proceed to erase said face.
[close]

1259
Discussions / Re: Distant Worlds
« on: December 12, 2015, 01:39:45 PM »
Oh so very yes. Ship classes are really a pain the way they're set up.

I hate (needless) micromanagement, so I've taken to giving each class of ship a single role and sticking with that for the entire game.
Since there are no size limits for the classes you can have 5 copies of the same ship one in each class if you want.

You only need 1 ship class for general defence and patrol (ie: ungrouped automated ships).
1 class for leading fleets, and one more for filling out those fleets.
This leaves 2 non-special classes for derping around with whichever mechanic has caught your fancy. 3 if you combine the two previous classes.
(Or for pirates: 1 class for lurking around planets, 1 for manual mining, 1 as a scavenger fixing up derelicts/repairing ships. Leaving 2 classes free for whatever.)


The "special" classes can be used for things as well, but they have hard limits on the amount of non-mission equipment they can carry.

tl;dr - having more than one type of ship/structure per class is a headache, and you should only do it if you are a masochist and like pain.

Have you seen how broken player pirates are though?
Take a look at the bonuses those hidden bases give you, and imagine how quickly that snowballs once you get a few planets under your control.

Overflowing panels is a thing. The planet resource bar also overflows once there are more than 5 or 6 types on there.
UI's gonna UI.

Superfun Hint: The "optimal" combat ship is (imo) a supply ship.

1260
Modding / Re: Modded Economy reviewing
« on: December 12, 2015, 04:43:01 AM »
More numbers, because I feel like my previous set might not be representative.

Conditions:
  • Start new game
  • Dock at Jangala and record visible prices
  • Repeat three times
  • Exit and record data from log

Mods:
  • SS+ 3.0.0
  • Tiandong 1.0.5
  • Imperium 1.9.1
  • Blackrock 0.8.0

Test #1
Spoiler
Jangala Prices:
Supplies: 75
Fuel: 215
Machinery: 110
Organics: 26
Food: 35
D. Goods: 78
L. Goods: 268
H. Weapons: not present
Drugs: 309
Organs: not present

Log Data:
Rare Ore: 79.14698 average
Domestic Goods: 73.671425 average
Fuel: 111.49696 average
Metals: 18.991072 average
Hand Weapons: 23.453873 average
Supplies: 24.230675 average
Luxury Goods: 214.06815 average
Organics: 6.980297 average
Heavy Machinery: 29.750717 average
Harvested Organs: 965.25665 average
Ore: 7.8773565 average
Recreational Drugs: 115.51649 average
Volturnian Lobster: 307.6321 average
Food: 9.512548 average
Rare Metals: 164.44891 average
Volatiles: 5.7448072 average
[close]

Test #2
Spoiler
Jangala Prices:
Supplies: 87
Fuel: not present
Machinery: 74
Organics: 28
Food: 31
D. Goods: 89
L. Goods: 256
H. Weapons: 73
Drugs: 208
Organs: not present

Log Data:
Rare Ore: 79.425156 average
Domestic Goods: 75.00892 average
Fuel: 107.01267 average
Metals: 20.705732 average
Hand Weapons: 23.389605 average
Supplies: 24.042276 average
Luxury Goods: 224.57695 average
Organics: 7.554488 average
Heavy Machinery: 29.867327 average
Harvested Organs: 964.7383 average
Ore: 8.002814 average
Recreational Drugs: 109.763916 average
Volturnian Lobster: 397.75037 average
Food: 10.12522 average
Rare Metals: 173.12157 average
Volatiles: 5.598152 average
[close]

Test #3
Spoiler
Jangala Prices:
Supplies: 42
Fuel: 169
Machinery: 84
Organics: 28
Food: 35
D. Goods: 94
L. Goods: 296
H. Weapons: 73
Drugs: not present
Organs: 1129

Log Data:
Rare Ore: 78.52441 average
Domestic Goods: 75.4354 average
Fuel: 115.078804 average
Metals: 20.391064 average
Hand Weapons: 21.74621 average
Supplies: 24.465734 average
Luxury Goods: 220.96935 average
Organics: 7.2353907 average
Heavy Machinery: 29.913158 average
Harvested Organs: 981.67993 average
Ore: 7.796162 average
Recreational Drugs: 118.25532 average
Volturnian Lobster: 340.30313 average
Food: 9.234586 average
Rare Metals: 173.43852 average
Volatiles: 5.9674687 average
[close]

Test #4
Spoiler
Jangala Prices:
Supplies: 62
Fuel: not present
Machinery: not present
Organics: 28
Food: 39
D. Goods: 86
L. Goods: 246
H. Weapons: 68
Drugs: 218
Organs: not present

Log Data:
Rare Ore: 79.429245 average
Domestic Goods: 74.46866 average
Fuel: 105.278824 average
Metals: 19.279005 average
Hand Weapons: 23.237179 average
Supplies: 24.321814 average
Luxury Goods: 221.10641 average
Organics: 7.5550423 average
Heavy Machinery: 29.099922 average
Harvested Organs: 990.2399 average
Ore: 7.940418 average
Recreational Drugs: 112.71459 average
Volturnian Lobster: 250.08824 average
Food: 10.272584 average
Rare Metals: 158.9502 average
Volatiles: 5.552848 average
[close]

Pages: 1 ... 82 83 [84] 85 86 ... 98