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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Kaitol

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16
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: December 08, 2020, 04:15:42 PM »
Hey love the mod but can't find some of the specialty ships? I found the unsung in the research station but can't find the colossus, falken, banshee norn, and the "rm-r". Any help in finding them? Cheers!
I think those ones are just quite rare. I know I've salvaged Banshee Norn's on occasion, and maybe one Colossus? If you use Starship Legends it adds a storyteller npc to bars who tells you about legendary flagships, including lost derelicts and where to find them, which kinda lets you filter for the particular ship you're looking for. Still might take a while for these ones to crop up somewhere though.

17
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« on: October 28, 2020, 11:09:30 PM »
The occasion that springs most strongly to mind was when I was talking with Tartiflette about some trouble Diable Avionics fleets were having with Persean League fleets in a playthrough I was doing, most of which had a Cronus or two mixed in with the mid-tech capitals. And the two battle-carriers I was speaking of were Maelstrom's from Diable.

As for outfitting a Chronus, my memory is a bit hazy, but I think the ones I saw were using a combination of long-range sustained and burst beam weapons? I do suggest giving them a high-level officer to make the best use of the exceptional ship system and shields.

18
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« on: October 28, 2020, 12:50:50 AM »
I've seen it noted in a few other places that the Chronus is actually considered overpowered at current. I've seen a single AI-controlled Chronus engage and just annihilate two capital-class battlecarriers simultaneously without breaking a sweat in a very large battle setting. And even in battles that swung against them, the things are frequently the last ship to go down, and usually manage to retreat anyway unless you surround it with overwhelming numbers. If you're trying to use it as the lynchpin of a fleet by itself maybe it seems a bit lacking, but as a capital flanker in a fight between two roughly even fleets, the thing is terrifying.

19
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: September 14, 2020, 12:22:10 PM »
As someone who played most of a campaign in an Izanami, it's hilariously powerful. Just equip it with a couple of long-range shield pressure mediums and then load 4 of the forward smalls with high dps HE guns. Flit around something until its shields are looking shaky, then move straight in towards it and hit F to suddenly boost your effective fire rate and stack all the shots on top of each other. Then when time speeds back up they go boom. Oh, and don't use beams, I don't think they work nearly as well with its ability.

There might be some cruisers that could give it trouble but anything light cruiser and below it just shreds. And the armor isn't a problem because the whole point is you're not supposed to be taking big hits because you can literally STOP TIME.

20
So, recently decided to give BDY a proper playthrough with Nexerelin, since it's been almost a decade since the last time I gave it a thorough once-over, overall still great, still love the aesthetics (particularly the blinking lights and other lighting effects, very well done). There were a couple of minor things that bugged me though.

I've noticed the Imaginos kill itself from either full hull or close to it several times when using its ship system to teleport next to an enemy ship and both immediately exploding. I know it has resistance to ship explosions but it doesn't quite seem to be enough to save the AI from itself, so I usually just fly it myself in smaller battles or leave it undeployed. If possible I think adding a half-second of maybe 80% damage resistance after teleporting would probably solve it without unduly affecting balance? Unless your intention is for it to only really be a player-utilized ship.

This next one is a bit nit-picky, but I don't suppose there's any way to tweak things to disincentivize AI-controlled Blackrock fleets from deploying Hawkmoths and Eschatons instead of actual warships, is there? I've seen multiple fights they could have won if they'd just deployed their Karkinos at the start instead of a giant mass of Goblins, Robberflies, and logistics ships. Although the big example of this I'm thinking of might have partly been because the Eschaton was the flagship of the invasion fleet (despite not having an officer in command in battle, which is a little odd) and one Hawkmoth had an officer. I realize they're supposed to be reasonably capable combat ships, and it's great when they're in merchant fleets or can help out the fast patrols they're fueling, but in proper grand invasion and defense fleets, it's just kinda disheartening to see a pack of three Onslaughts charging forward and knowing you could have taken them on even terms if the AI had just bothered to deploy its capital ships, but they didn't, so you're just going to get hammered. I understand fleet selection might not be something people can really mess with, but I figured it was worth at least asking.

21
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: September 05, 2020, 10:56:23 AM »
You might want to keep an eye out when searching the darkest corners of the sector. (And be sure you have an empty space in your fleet.)

22
Very nice mod, and it seems you have plans to keep expanding and updating it, so my only suggestion is on the graphical side of things. I'm not very familiar with modding this game, but would it be possible to give the bridge rings blue glow a 'spinning energy' effect? Just to spice them up and give them a dynamic look even when they're hanging about. If you wanted to get really fancy maybe have something about it change based on the current fighter replacement rate.

Other than that, I did notice a few white pixels floating about at the edges of some of the ship sprites, but they're really only visible if you zoom in all the way and squint for a bit.

23
Mods / Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« on: August 16, 2020, 05:45:18 PM »
Recently tried a Diable playthrough with Nexelrin, great looking mod, but it felt like they might be a little too well-balanced. Their home system immediately got a Persean League grand invasion, and they just could not stop it, the only fights they ever seemed to win were when they had an overwhelming numbers advantage, in anything resembling a straight fight the Diable fleets just got annihilated. The Cronus-class light battlecruisers from Dark.Revenant's ship pack, in particular, were a problem (I realize they're from a mod and quite good, but given their light loadout for a battlecruiser and use of an ability you see on ships from vanilla, they seem in line with vanilla for a high-tech ship at least, and the rest of the Persean fleets seemed to be vanilla, more or less), one of them could engage two of the standard Diable battlecruisers (forget the name at the moment, sorry) and win without a scratch. Diable's strength seems intended to be in their fighter wings, but if they're evenly matched or outnumbered, high-tech ships just rip the wanzer wings to pieces with massed beams before they can accomplish much. This basically means Diable's lost, because their battlecruisers have middling armor, laughable shield arcs, mediocre firepower, and their ship system basically just gets them a brief instant of speed which is not nearly enough to disengage from high or mid-tech opponents to replenish their wings.

I loaded saves many times to see if I could salvage things but no matter what I tried it was just never enough. It could just be that the ai fleets were terrible at picking deployment compositions and playing the faction in general. In which case I suppose there's not much to be done, though I might suggest considering changing the battlecruisers ability to something to support their wanzer wings, like maybe a temporary shield or damage mitigation. Something to help the ai keep their fighters alive even if they're using them poorly. Also maybe upping the armor or hull a bit more if they're going to be that slow and poorly shielded.

Either way, great mod, I really liked what I got to see of the smaller ships before we got pounded into the dirt, it's always nice to see a faction which isn't just super fine-tuned and upscaled vanilla concepts with a fresh coat of paint. ( To be clear, not badmouthing mods like that, vanilla concepts with a fresh take and coat of paint can also be nice and good.)

24
Would it be possible to limit weapon traits gained to types currently equipped on the ship? Asking because I have an all ballistics ship that just got a trait for less flux on energy weapons, and it only has two small omni mounts that I could change over.

25
Mods / Re: Blackrock Drive Yards - First version release!
« on: December 07, 2012, 06:07:11 PM »
Given the name and appearance, its clearly an ultimate defensive system. Given how little you can screw with armor currently, I'm also supposing its shield based. Perhaps it a creates an invisible drone or drones that have their own massive shields to fake extra shield systems? Or is it more like the fortress shield system? I imagine given your track record its something relatively unique and customized to the specific ship.

Perhaps an invulnerability shield that disables weapons? Or is that too simple... a shield that reflects projectiles? (is that even possible in the engine?)

It could be an anti-missile system, but that seems too narrow for an overall defensive ship....

26
Mods / Re: Blackrock Drive Yards - First version release!
« on: November 25, 2012, 10:35:05 PM »
Love is Nevermore.

Or, How I learned to stop worrying and love the Lucifer

27
Mods / Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
« on: September 27, 2012, 06:02:00 PM »
Or a massive fuckoff Ion Beam that ignores shielding and pierces ships, but does little to no damage.

28
Suggestions / Re: End Piecemeal Deployment
« on: September 08, 2012, 08:30:21 PM »
Couldn't we just tweak the reinforcements mechanics? Instead of being point based and "buying" reinforcements, there's a timer, and when it hits 0 you get a new wave of reinforcements. Taking or holding a point could shave time off, or make it countdown faster. Each wave would have a set amount of FP that can fit in it, possibly increased by holding points or only certain points. This might still need some AI work though...

29
General Discussion / Re: My gripes about the progression system
« on: September 08, 2012, 08:18:10 PM »
TL;DR: RPG's Need a Player character who is a unique and verry werry special little snowflake.  ::)

Given that you can actually see your player character's portrait, can name them, can move them personally about on the battlefield (sort of), you can only directly control they ship they are in, and I assume there is going to be some type of storyline or something in the campaign you are going to have to make lasting decisions in, its important that they have their own character and be useful and distinct.

"I have trained for years to be a captain of an advanced starship capable of FTL and all that implies, and I am in direct control of it, and its functions, and yet compared to this newbie ensign engineer, I contribute nothing to my ship at all"

Doesn't make much sense does it. Your captain would have some sort of command training, and a skillset to match. While you could say "Its a videogame, it doesn't have to make sense." And you're partially right, at the same time to go against what people will subconsciously expect to be logical, can rub them the wrong way and sour the experience.

Also, to make officers directly reliant on YOUR level for acquiring them and leveling up, strips them, as well as the pc, of any distinct character. They only get better when YOU the captain get better and decide to throw them a bone. So rather being a distinct and independent person that progresses and improves on their own through time and experience, they're just a nameless appendage of the pc. The real heart of an RPG, even a spaceship RPG where you only ever see ships and an occasional portrait, is to draw the player into the role they are in, to make them BELIEVE, if only just a little. To care, even if only slightly, about their character, officers, ships, and colonies/spacetations.

30
Due to being rather burned out on Starfarer recently, I haven't had the opportunity to try your mod yet. Given that this is only one page and it seems not a lot of people are talking I thought I should still offer my appreciation for the unique look and theme of the mod.

The primarily Phase Cloak defense is a unique (for now anyway) niche to build a faction around, and the dark, vaguely insectile look further adds to the villainous feel of the ships. It was also a nice touch to deny buying their tech unless you "join" them.

This will definitely be on my short "do add" list of mods to grab whenever I get the urge to get a new version of Starfarer and stick mods in it.

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