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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 - Blothorn

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1
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 06, 2023, 11:13:07 AM »
Speaking of the upgraded campaign hullmods, what about giving combat ships one free campaign hullmod each? Maybe through a PC industry tree skill or something? Without something like that I would never take a non-combat hullmod on a combat ship. In fact I wouldn't even take a PC skill that gives a free campaign hullmod to combat ships, unless that same skill gives a combat-related bonus as well. I would take a few tugs with IEA before I give AFD to one of my cruisers or capitals.

I think you're missing out on occasion. If you're building a doom fleet and have a means of fueling it, tugs are the way to go. If you're trying to minimize sensor range and fuel usage for a more surgical approach (which can get you certain things earlier in a game than a doom fleet in my experience) tugs are off the table, and bringing a heavy hitter via ADF can increase your combat potential more than a smaller ship with full combat mods. (Especially/at least if like me you lack the ability to fly Hyperions and other superships to their potential.)

2
FWIW, I mostly stop running frigates by the time my fleet passes ~50 DP--I haven't found a frigate that can survive both fighter swarms (rules out the Tempest and Wolf) and frigate wolfpacks. (The main vanilla exception is the Omen, which in my experience tends to get overrun if split off as a point-capper or distraction but is very good as a PD escort for larger ships that need help in that respect.) I think destroyers are mainly held back by the range of very good light cruisers--the Falcon and Apogee both come very close to a destroyer's logistical/deployment cost while offering considerably greater capability.

3
Mods / Re: [0.9.1a] AI Flag Tool 0.3.2
« on: May 27, 2019, 03:09:37 PM »
Updated to 0.3.2: now respects combat UI visibility.

4
Mods / Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: March 25, 2019, 04:18:06 PM »
Correct.

5
Mods / Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: March 25, 2019, 01:36:40 PM »
As noted in the OP, 'help' alone gives a list of commands (including those added by mods).

6
We seem to have remarkably coincident tastes.  :)

7
Suggestions / Re: Ship class "specialization" for officers
« on: March 22, 2019, 12:46:34 PM »
Adding similar-but-stacking bonuses doesn't open new possibilities unless the benefits fall off, which not many do. (Max CR and autofire accuracy hard cap; maneuverability has diminishing returns but most ships still benefit from going past 50%.)

And already, it is hard enough to find the right personality; adding another tag to make me say "I am not using phase ships right now, yet another useless officer" is not, IMO, a helpful direction. Not to mention that this will exacerbate the already-high cost of switching fleet doctrines.

I would also dispute "Everything else is just sort of... A general perk that will help any officer for any ship type.". Carrier pilots don't benefit much from armor skills. SO pilots don't benefit much from the gunnery branch. Phase pilots don't benefit much from Advanced Countermeasures. Yes, most skills have non-zero benefit on almost all ship types, but there is considerable room for specialization and matching those specializations to ships/loadouts.

8
I'd incline to push all configuration to a whitelist file in the other mods; don't underestimate how much of a headache potentially needing to re-release with every big change for every supported mod is going to be, both for you and players.

Also, is there a reason to give a physical BP rather than directly adding it to the player's known ships/weapons? The only option I see it closing off is the ability to reverse-engineer something to give to the pirates, and it avoids issues such as manufacturing BPs to sell to the Prism trader. That said, if you know how to get the BP item for something it is trivial to add it to the player's cargo.

9
Thanks! And yes, I do. :)

10
How does the math for this work? e.g. if I have 10% hardflux dissipation from the skill and 100 net/50 gross dissipation (i.e. spending 50 flux on weapons/system/incoming beams/etc.), at what rate will hard flux go down?

11
Mods / Re: [0.9a] AI Flag Tool 0.3.0
« on: March 20, 2019, 10:10:04 PM »
Updated to 0.3.0:
- ai_flag_tool_settings.json is now mergeable, so you can put overrides in a personal mod to prevent them from being overwritten by updates.
- Made the keyboard shortcuts configurable in settings. Let me know if the documentation of the syntax is unclear.
- Moved display of active flags from the ship status pain to the right hand of the screen (thanks to LazyWizard for making this so easy!).
- Added time since last change for flags. (No time displayed means the flag was active when the ship was focused or its AI enabled.) - Added the console command OverrideFlag, which sets the specified flag either once or every frame. See the help in the console for details.

12
I am all for trying to limit the total number of BPs (e.g. minimizing rare BPs and sticking to just a couple of packages per mod), I just think consolidating by role is entirely the wrong way to approach it. If BPs are packaged by role (e.g. exploration or salvage), you have two possibilities: you have access to nothing in that role, or you have access to everything and probably just fall back to the same favorite. The first situation is frustrating, the second boring--it sidesteps the ability of the BP system to push you to try new things.

Overtuned things are equally problematic to group together--having one excessively powerful ship/weapon is exciting; having a bunch all at once can quickly mean the end of a campaign via boredom.

13
Eh? It is rather inconvenient to work around case-insensitivity, particularly if you care about the original and thus can't canonicalize everything on ingress. A case-insensitive file system makes less sense than even a whitespace-insensitive filesystem, since the latter can actually cause problems when recreating filenames without copy-paste or completion. The only reason OS X changed was because Microsoft is stuck with it for backward compatibility and everyone else needs to live with the consequences of their mistakes one way or the other.

14
Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: March 13, 2019, 03:27:10 PM »
The reduction to hyperspace storm damage is substantial--since that is the primary reason to avoid them, having solar shielding on nearly everything can make interstellar travel considerably less painful.

15
I am actually decidedly against putting all ships with similar functions in BP packs--putting all the eggs in one basket means that the player needs that specific package before getting access to anything in that role, and that once they have the package only the "best" ships get used. Spreading ships in a role across packages both helps fill gaps earlier and encourages diversity across playthroughs, as the player may use ships they otherwise wouldn't if they get access to them before preferred alternatives.

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