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Topics - Deshara

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31
Modding / too many mod weapons have EMP damage
« on: July 09, 2021, 11:08:45 PM »
this might be a hot take, but, most mod weapons seem to compulsively put EMP damage on anything that isn't a pure ballistic weapon. Look at this. This is the first mod I've opened up. I have 63 mods installed to go through. To compare; (not counting fighter weapons, dupes & redacted) vanilla has 8 emp weapons.
itstimetostop.meme


i get the compulsion. In your head you picture your modguns being powerful enough to knock an enemy's guns or engines out. The problem here is all weapons already do that. it's a function of damage, you can LAG an onslaught's engines out pretty easily -- and it doesn't have a lick of emp. You don't need emp.

Most of the time, emp should only be going on weapons who are explicitly intended to be drastically underpowered & only useful for their non-damage utility. Think about what's got EMP in vanilla; ion beam, salamanders, sabots.
What do they have in common? They aren't normal weapons. Emp weapons can generally be broken down into 3 categories.


1) weapons with awful flux-per-damage. Look at the ion beam's stats; if it didn't have emp, would you use it? No, never, so its fine that it has emp.

2) anti-shield weapons. We're talking sabots & HVD here. They have it to force the player to make a choice between losing shields or losing guns. Without it kinetic support guns become an inefficient energy gun bc the target will just drop shield & take it on the armor/hull every time. Their emp isnt there to disable weapons, its there to force you to take kinetics on the shield as intended.

3) end-game weapons so powerful that its natural weapon-disabling from damage is wasted bc it can only disable guns it hits. What I mean here is if you hit a ship & disable all the guns it hit, then increasing its damage won't increase the guns it disables -- the natural disabling ceases to scale with damage at a certain point, & emp gets added in to circumvent this soft-damage ceiling -- effectively it is simulating the spalling effect of slamming a ship with a shot so hard that even guns that weren't hit are knocked out. Like the Tachyon Lance.

Those are the 3 situations. Utility weapons that would be otherwise worthless, kinetic support weapons, and end-game weapons with huge damage alpha & low refire rates. There are exceptions allowed, but those exceptions are made notable & interesting by being the exception. A good emp weapon is not just made by the gun you put it on, but also in the guns you don't put it on.


TLDR; your ir pulse laser alternative doesn't need emp damage.

32
Modding / removing 0-flux malus w attacking fighters?
« on: July 09, 2021, 02:46:57 PM »
im wanting to do this, its basically two parts, reducing the engagement range of fighters (which I already know how to do (IE rip from a mod that already changes fighter range)), and allowing a carrier to enjoy 0-flux boost while its fighters attack.
is there a way to do the latter, without having to just make the hullmod a SO off-shoot? Or, is there already a mod that does that whose code I can look at (rip for my own personal use)?

33
Suggestions / assault carrier hullmod
« on: July 09, 2021, 02:08:36 PM »
sets the range of all fighters to 0, allows the ship to enjoy 0-flux boost while ordering them to attack.

34
the fusion lamp only ever being seen at a player colony once they find one and never anywhere else makes it feel like something that got added to the game after systems stopped getting added. It makes the sector feel a little bit less real, that you can identify an element of the game that was a late addition just bc it isnt a part of the world design. Its a bit like how in Dark Souls you can tell Izalith or the Painted World werent added to the game early or even midway into the game, they were bolted on after the rest of the game was made. Obviously this isn't as extreme of an example, but it does illustrate the fact that, you can tell. You don't get that feeling with the cryosleeper bc of Nomios -- you arent the only one who can get one so it's better integrated into the gameworld than it would be if Nomios werent there.

To that end, add two fusion lamps into the game.

Replace a small star in a binary system with one in one of the core systems, running & working, like Achaman in Magec.

Then another one just to flesh out the flavor text, which mentions that the lamp doesn't shut off when it's starved of volatiles but instead starts to fluctuate dangerously. That second one, add to a system that could use a little Jazz (like a league one, their systems cut a little on the boring side), have it be away from any inhabited planet like an abandoned orbital mirror (or replace one with it), give it a magnetic field surrounding it, make the lamp itself spinning with a permanent magnetic storm spiking out in the direction it's facing as it spins, and make it occasionally fire out solar flares -- like a short ranged neutron star.

Itd be easy to throw in a pair of excuses why the player can't raid or just grab either; the former is in such bad repair that if you move it it might break, possibly catastrophically (to you), and stabilizing operations have to be made with care and even then its days are numbered unless a solution is found.
and the other was running just fine (& still is, technically) until the collapse cut off its source of volatiles & made it dangerous to the planet until it became clear the planet would never be able to source a steady-enough supply of volatiles for it and just hauled it out into space having decided its easier to weather the cold & dark than solar flares pointed directly at them, until something (or someone) struck it giving it a spin & now that there's no cold backside to the lamp to approach from safely it's literally impossible (with the tech available in the sector) to stop its spin so it can be stabilized or towed before whatever ur trying to do the work with is melted away by the heat of a sun right in the face

35
Suggestions / ship graveyard terrain condition
« on: July 09, 2021, 01:41:15 PM »
like an asteroid field but it spawns the hulks of destroyed ships instead of rocks, mostly civilian shuttles. could be a chance to really show off the ship-splitting tech the game has; make the ship hulks already be damaged & very close close to being "killed" then have the AI treat them as enemy frigates or fighters that they aren't targeting so they'll be willing to shoot through a hulk to hit their target.
would be pretty epic to knife-fight with frigates while shouldering hulks out of the way, or to see a cruiser fire phase lances at an enemy with a dead capital ship in between, blowing the hulk in half & firing clean through the hole it just made, or to see an onslaught hit its burn drive & plow its way through shuttle hulks like an adult wading through a ball pit

36
Suggestions / control all fighters the way you do motes
« on: July 08, 2021, 06:13:03 PM »
the "your motes swarm around ur ship avoiding contact with enemy ships attacking fighters & missiles until you press F then if u F'd on an enemy they go to it & attack it & if u F'd empty space then they go to that point & swarm there instead" controls are... actually really nice. It's weird how the ziggi has a more compelling & discreet fighter control for suicide (?) things than actual carriers do for their fighters.
take the ziggi's ship system controls, make it work with the x button instead of the f button, then paste it over the fighter controls for every carrier.

37
Suggestions / an industrial item that makes neural uplink global
« on: July 08, 2021, 05:21:18 AM »
something u plug into a high command that allows you to hotswap instantly between any ship u can control at-will.

38
Suggestions / let us commandeer faction ships
« on: July 08, 2021, 05:19:47 AM »
if u join ur own fleets in battle u should be able to ASSUMING DIRECT CONTROL your faction's ships.
i say this 100% bc i want to be able to set my faction to priotize a-kites and nothing else, set the only variant for the kite to be a torp bomber with EMR, then pilot a high tech close support capital ship into battle then when i join my faction fleets use their atropos kites with the reckless abandon of someone piloting someone else's ships while being CAS'd by my own flagship until all of the kites are empty and/or dead

edit: and you can make having "cooperative" status with a faction more meaningful & literal by making it unlock the ability to pilot that ally's ships in battle

39
if you set up a ship with a build that requires story points to make, you can't (or shouldnt?) save it as a variant bc u and/or ur faction can't actually recreate that variant.
it would be cool, however, if there was an industrial item (or if having more pristine nanoforges than it takes to have 0 d-mods) you could install on your heavy industry that increases the built in hullmods on produced ships by 1, with ships whose target variant has no pre-set built-ins building in their highest OP hullmod (& if no hullmods to install it either installs one of the two flux hullmods, or if it has no shields reinforced bulkheads, or ITU)

40
, to take a non-vanilla faction mod that has a ship or gun thats exactly what i want and a lot of stuff that isn't exactly what i want (like how the tyrant from imperium is my favorite flagship even if i never want to use any other ships from it and dont like to add factions to my game) & pare it down into a teeny tiny vanilla-friendly mod that just slips 1 or 2 ships or guns into the game's normal roll of ships & guns that can be found in a vanilla market?
ive refused to learn java my whole life so im not prepared to learn how to code to make my own personal mod using their stolen assets but i am comfortable opening up code i dont understand & deleting stuff until it's what i want. since this is me butchering other people's mods for my specific preferences (& im gonna need to do it to a lot of mods) i wont expect anyone else to do it for me nor would i ever share them
So my question is; how hard would it be to just remove 99% of the features from a faction mod & make the game treat what's left as if it were vanilla content without breaking the game in SS's code? Like, the NSO mod adds a vanilla-friendly phase ground support ship that would fit into a vanilla high tech raiding fleet better than either of the ships that have it rn but it also adds 1 mod system & faction into the game; how hard would it be to delete the rest of the ships & the system & faction & make that 1 ship show up in tritach markets or randomly in black markets?
& if its not too hard, would someone be willing to hold my hand/kick my butt thru the process? I've tried to do this before on my own & only ever managed to bork the game.

41
unless its the only thing they have.

I like sticking salamanders & pilums on almost all missile slots I get. The problem with using them, however, is that sometimes the AI selects the support missile group, backs out of its gun range to its missile range then tries to kill enemies -- with salamanders & pilums. Nothing can be killed with just salamanders or pilums -- any ship without shields can dodge pilums forever, anything that can't probably can shoot them down. If I put pilums & PD on a Gemini then, okay, fine, sit back & saturate, but when my medusa backs off & tries to get thru the enemy's shields with its salamanders, its an issue.

there should be a rule for the AI that, missiles tagged as support & that replenishes their ammo over time, if they're on a weapon group that only has them (and point defense) & it has any other kind of weapon group, the AI should not be allowed to select the replenishing support missile weapon group, is forced to leave it on autofire & doesnt factor it in to its pathfinding. (and also salamanders should get the support tag, even if its a hidden tag (idk if it already is)) Bc 100% of replenishing support missiles dont need to be aimed, and are not worth backing off to use only them. So there's no reason to ever treat them like a normal gun so telling the AI to basically ignore its support missiles & leave them on autofire wouldn't cause any negative behavior AFAIA and would remove some of the negative behaviors they have now

42
Suggestions / the ability to build in a weapon
« on: July 07, 2021, 11:31:45 AM »
.

43
Suggestions / match storage sorting & hold sorting
« on: July 07, 2021, 10:06:58 AM »
when u sort it sorts ur weapons by weapon size and then weapon quantity, but it sorts both separately which makes it unnecessarily hard once you've got a hefty stockpile of weapons to make sure ur only dropping off what you dont have enough of & selling ur excess. when u have storage open sorting ur hold should run the sorting algorithm on the storage (without actually moving any of the weapons in storage) then move the weapons in ur hold to the order they'd be if they were in storage. So that when you sort both u can just run left to right comparing both & get it done much faster

44
Bug Reports & Support / sentry wont use its breaches
« on: July 07, 2021, 03:46:08 AM »
finally got automated ships for the first time, grabbed a sentry bc i like missile frigates. slapped breaches on it, gave it EMR & ECCM, gave it an AI with missile spec. Ran the sim, faced it off against a hound, and... it consistently died having fired 0 missiles. A hound cannot survive 90 breaches, it should be capable of plowing through a whole fleet of hounds, but it just wont shoot at them.
I tried swapping them for harpoons & it wont fire them either until the hound damages it then it panic-fires all 3 racks empty. Same with atropos. The only thing it will actually try to fight the enemy with without waiting until it's dying is hammers, which it cant hit the enemy with lol seems like something is up with the AI, I cant get this drone to work

45
we talk about phase paragon, but how come nobody is talking about wolf paragon

https://imgur.com/a/rnUjpVF

idk what mods these hullmods are from but my god you can make a monstrosity.
build in case ur curious

https://imgur.com/a/ckzeRaw

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