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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 - Shad

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46
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 14, 2019, 01:37:17 AM »
Just finished last IBB mission. Wow, what a ride. In my case the hardest bounty was not the last one though, it was El Psi. Had to hit and retreat with Odysseys until most of his fleet was gone, then finished him off. And Hot Potato was ridiculously fun!
El Psi is widely accepted as the hardest bounty (to do without major losses) due to the ability of the ship to melt your captitals in seconds. The final bounty by contrast is just "regular" (though stronger) capitals.

What........ I beat el psi on 1k battlesize while only losing 2 ships.... an Eos and a shrike.. and my fleet was only around 15 ships large
Bigger battlesize is easier as:
1. IBB unique ships spawn over the regular deployment limits.
2. It's easier to focus firepower with more ships.

47
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 13, 2019, 03:42:18 PM »
Just finished last IBB mission. Wow, what a ride. In my case the hardest bounty was not the last one though, it was El Psi. Had to hit and retreat with Odysseys until most of his fleet was gone, then finished him off. And Hot Potato was ridiculously fun!
El Psi is widely accepted as the hardest bounty (to do without major losses) due to the ability of the ship to melt your captitals in seconds. The final bounty by contrast is just "regular" (though stronger) capitals.

48
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 13, 2019, 03:39:41 PM »
I think permanent "mega" fleets are possible in every core world. Just use the code that Named Bounties use except make it so that every major factions Core World has a "Admiral" that is in the Military tab, and Admirals get a capital ship with 10 level 20 officers and all capitals / carriers.

Just spit balling ideas.
I expect those fleets will just get whittled down by random battles long before the player has anything to do with them
Make them Dickerson-sized fleets.

49
Mods / Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« on: September 13, 2019, 11:32:10 AM »
I'm a little sad that most of the other mods I've tried have not been as balanced to vanilla as yours seems to be
Balanced to vanilla, are you serious man? Okey, for example, look, some vanilla cruiser size carriers for 20 deployment: and Yardie cruiser carrier for 25 deployment:
Well yes of course.
20 DP and 25 DP is not the same. It means you can get 5 Herons/Moras for the price of 4 Charybdis. So a much better ratio of fighter wings/DP

And Charybdis stats aren't really better. Sure, Mora has poor flux stats, but's it's a has medium missile slots, and small ballistic slots. And it can tank a capital ship  with its armor and system. It needs no flux to operate. Charybdis appears to have goods stats with 540 dissipation, before you realise it has front locked shield and it needs a whooping 378 flux to raise. So you need to either accept having a shields that is only situational despite good paper stats or invest into Stabilised Shields, Extended Shields and max vents just to be able to use it.

Also Charybdis has the worst system: a brief speed boost. Where Mora gets brief invincibility and Heron gets damage buffs for its wings. Charybdis needs to stick into the fight for it to make up for that. And the exclusive energy wepon loadout eats a lot of flux. Not to mention hybrid ships do less well due to more officer skill requirements.

So Charybdis is fine. It's not too strong, but it's a fun ship to use.

50
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 11, 2019, 09:06:42 AM »
1) Do you know that it's modules have cruiser's bonus of weapon range from targeting cores, it is very bad, some other capital ship can hit it, when Cathedral's weapon range do not reaches that target and can not confront it whith it's guns, why you made so?
Also, notice that for 85 deployment pts it gives just one capital ECM rating, that gives more range advantage for enemy.
Well, yes. The Cathedral is powerful enough, capital-grade ITU would make it completely broken. Cathedral has a reloading long range missle system built in, it has 4 hangar bays, it has mine strike built in, it has a lot of slots for long long-range missile pressure. It doesn't need extra long range bonuses.

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2) When modules are shielded by main module, they use their armor system, so they just use it for nothing, it is not good.
This is so minor, it's basically irrelevant. But this is more an AI problem.

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3) So, as you see, for better offensive player should use paragon or other similar ship with capital range, and as result more ECM bonus.
Depends for what. If you want to tachyon beam everything, then yes, Paragon is the way to go. The paragon does not have all these support mods built in though. It does not have the carrier capacity either.

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4) So, Cathedral is utility ship, it is your goal? You can create one offensive modification without surveying equipment, operation center, sensors, salvage gantry, but with capital range, and i think, built in ECM module can be good.
Then it would become yet another capital giant beam machine. Like there's a shortage of those in other mods.

51
Mods / Re: [0.9.1a] Nexerelin v0.9.4b "Mambo No. 9" (update 2019-09-07)
« on: September 10, 2019, 10:02:27 AM »
Brilliant changes in 0.9.4 as always!

*The diplo screen brings a lot previously opaque info to light, making it easier to see the logic behind AI faction actions.
*Outposts are a neat thing to have on places where accessibility is limited.

52
General Discussion / Re: What's the point of restoring a ship ?
« on: September 05, 2019, 01:52:54 PM »
I really wish restoration was tied to industry (if player has one). So they choice becomes "expensive instant restoration" or "long, nanoforge dependent"

53
General Discussion / Re: 7th Starsector Fleet Building Tournament
« on: August 30, 2019, 01:32:13 AM »
Noticed just how many of the fleet were using vultures in the 1st round. It seems to be the "go-to" non-carrier cruiser in vanilla+SWP setup.

54
Modding / Re: [0.9.1a] Terraforming [Beta] 0.0.1v
« on: August 19, 2019, 07:47:38 AM »
From a "plausibility" standpoint, I would a building that remains on the platent and eats one of the building slots (and probably resources, like machinery and metals) to keep the effect. That way it will be consentent with Asharu, where  ruining a terraforming colony's income will actually disrupt terraforming.

Also, for consistensy with existing Sector tech, "solar mirrors" would be a better name than "atmosphere warmer" (to redirect light to or away from the planet).

Likewise "re-civilisation patrols" instead of "purge".

For planets with no stars, some alternate more expensive building (Nuclear heat generator arrays) could be used for heat production.


55
General Discussion / Re: Missile cooldown rahter than ammo.
« on: July 20, 2019, 02:56:42 PM »
The first part of the problem with missiles is thee human mind aka loss aversion. Many players avoid "limited" things subconsciously. No matter the benefits.

The second issue is that limited missiles enourages cheese tactics like reaper harbinger.

Third is that the AI is much worse than the player at using missiles and can easily be baited into wasting them.

The fourth is that as ship sizes get bigger, ppt get bigger, fights go longer, player skills grow better. Limited ammo missiles with some rare exceptions (like reaper) grow increasingly pointless.

The fifth is that there is weird inconsistency in-game. Why can a cheap fighter craft like talon regenerate its swarmers, but ships cannot?

The sixth is that bombers exist. Bombers provide the same missiles as missile mounts, again and again and again.

56
General Discussion / Re: Hegemony and AI cores
« on: July 18, 2019, 06:41:25 AM »
Wait repelling an expedition lowers standing too? Haha that’s weird. I have 5 colonies and the AI helped with management since until just recently didn’t have enough administrators, none of which have skills. Do any of them have skills or am I just having bad luck finding them? Having the core gave me an additional 25,000 credits a month soooo it was pretty helpful.

Oh and thanks for the bribe tip, I didn’t know how to do it.
Yeah repelling any expedition (regardless of transponder) gives a -5 debuff to standing.

Inspections are a bit different, since they are "legal" (officially, all the major factions have outlawed AI core use), so openly fighting it makes you immediately hostile to Hegemony.

Administators can have 1 skill, and very rarely 2 skills. AI cores are always better (since they have all skills and do not count for the cap).

57
General Discussion / Re: Hegemony and AI cores
« on: July 18, 2019, 05:11:06 AM »
On the intel screen, where it tells you about the inspection, on the right, there is an option decide how your colony will respond to inspection. The default choice is to comply. You can change it to allocate funds (bribe) for the inspection to just look the other way.

58
General Discussion / Re: Fleet composition advice needed for noobie
« on: July 18, 2019, 05:07:53 AM »
The important thing is to separate the ships you want in combat, and the ships you want for cargo/fuel and bonuses. While some ships are nice hybrids, ususally it's better to specialise.

Also note that exploration does not bring that much cash either way. If you can pick up the missions like "scan derelict" it can be better, but it's still not that efficient. The purpose of exploration is to give you the blueprints and money you need to set up your own colonies later. Late game you can also farm expensive loot from systems red warning beacons.

Also, since you mention burn levels of 7, I hope you are not forgetting "sustained burn". Also having an Ox tug in the fleet helps.

So as for the ships:
Legion XIV: one of the best and beginner-friendly capital. Even a single legion can destroy a small pirate fleet. 3 legions XIV alone can mop most pirate fleets by themselves, if crewed by officers.
Colossus MK.III. These are plain bad ships. If you have legions they have no use whatsoever. You may want the regular Colossus for cargo space.
Condor Light Carrier Very useful ships, just make you have some escots as they can be fragile.
Wolf Frigates Keep a few for the pursue phase.
Shepherd Drone Tenders Shepherds are excellent ships, until you have dedicated Salvage/Surverying equipment ships. The more the better.

So what's missing:
As said: salvage rigs . Also you seem to lack large dedicated tankers. You need the range for exploration.

59
I'm torn between doing 2 things:

1. Disable the faction altogether (since the space station appears indestructible and that theme is something my brain can not handle too often).

2. Replace theme music with real anthem and do an RG playthrough.

60
I'd expect a battlestation on a size 4 market to defeat two invasion fleets (in general the invasion strength will not be hugely superior to the defenses), but it may be that Blackrock carrier fleets are disproportionately strong for their size. Given the sort of thing that can be done with mass Drovers + Sparks in vanilla, I wouldn't be too surprised.
Blackrock in general are a strong faction. Especially the cruisers/capitals. They also have solid economy, for making ships without D-mods. Unlike say Scy, which are on the weaker end.

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