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Messages - R.U.A

Pages: 1 [2]
16
Suggestions / Re: Add a phase hauler
« on: June 10, 2019, 06:27:25 PM »
If I may raise my hand here, phase freighters are one of those concepts that's fairly volatile in the modiverse. I've tried to make one, and I had a bunch of people tell me it wasn't a good idea, and as it turned out they were right. A phase freighter, in the simplest sense it can be, is a tad broken because it's nigh impossible to catch, so suddenly all your fleet's cargo is 100% safe no matter what.

Not saying the idea is inherently bad! But it's a risky one, as other folks who've tried it will no doubt tell you. Definitely needs to be treated with caution.

Generally, if you're going to go with a phase freighter, you want its capacity to be very limited - good for a phase ship, perhaps even good for a warship, but rubbish compared to a good old civilian hauler. It has to be very specialized, in order to not be "the best" at its job.

(If you want a sneaky "spec ops" freighter or personnel carrier though, I'd just go with the Phase Field hullmod. It doesn't need a full-blown phase cloak to get the point across.)
I think a good idea is to change the phase field hullmod-the 0 sensor profifile ability only takes effect when go dark, which means you should be careful to seize the opportunity to use this ability.

17
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.4d
« on: June 09, 2019, 01:08:26 AM »
Hummmmm... za warudo???
MUDAMUDAMUDAMUDAMUDAMUDA!
lol

18
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: May 02, 2019, 04:41:28 AM »
Two-stage missiles that target a ship that gets phased go into the second "burn" phase permanently
I'm quite confused about this line. Does it mean that if I fire a sabot toward a Doom class, it will immediately get accelerated and go into the high speed stage?
Fixed issue where stat changes from terrain etc would not show up on the ship stat tooltips for non-player fleets
Emmmm...Could you give an example of this situation?

19
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: April 26, 2019, 12:10:03 AM »

It affects the AI and some other stuff such as fleet doctrines/fleet compositions.


Could you give a little explanation about the effect on AI?

20
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: April 24, 2019, 06:39:41 PM »
Some AI issues with carriers:
  • A lot of ships in mods should be viewed as "combat carrier", like the Odyssey in vanilla. However, in 0.9 we often see this kind of ships moving without 0-flux boost since they have wings. Would there be some tweaking for these ships? And I notice that in ship_data.csv Odyssey have no tags, but Legion have "COMBAT, CARRIER", what's the difference between them?
  • Another issue of carriers. 4 ships' relavant position is like this:
    A B C D
    in which A and D is two enemy ships that almost overload, and B and C is two carriers of the player. However, B would attack D, C would attack A, seemingly unreasonable. I wonder if there is any improvements for this in 0.91.
Thanks! :)

21
Fantasic!

22
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 04, 2019, 03:11:38 AM »
Do you mean in the past this calculation is wrong?
It was wrong just for display purposes, it was still deducting the correct (reduced) amount of fuel.
What?s the meaning of ?reduced?? Do you mean that when the fleet is at a ?free? speed, it in fact doesn?t cost as much fuel as the displayed number? For example, assuming that a fleet consumes 200 fuel/day at a normal speed of 14(with sustained burn). When the fleet reaches the ?free? speed of 25, should it still consumes 200 fuel/day or more fuel/day?
Now properly handles weapons with a very large interruptible burst
Can you give a few examples of such weapons?  I didn?t fully get the point orz.

And thank you a lot for bearing my shooting questions.   :D

23
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 01, 2019, 08:40:22 PM »
Navigation skill: now modifies individual fleet member fuel use (rather than fleetwide)
So the skill can only take effect on piloted ship? Or it still take effect fleetwide, but would cut down the fuel use for each ship rather than calculate on the total fuel the fleet use, and showing its effect on every ship in the ship tooltip?
Fuel use/day indicator now properly accounts for "free" speed over burn level 20
Do you mean in the past this calculation is wrong? And in my opinion, since the free speed is caused by storm or neutron stars etc., we shouldn't pay fuel for the extra speed.

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