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News:

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

Poll

How should the star systems be distributed in the campaign map?

Cluster in the outskirts (current - check screenshot in spoilers)
- 12 (75%)
Spread around the core systems
- 1 (6.3%)
Spread all over the place
- 2 (12.5%)
Other? Leave a comment!
- 1 (6.3%)

Total Members Voted: 16


Pages: 1 ... 6 7 [8] 9 10 ... 18

Author Topic: [0.9] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges  (Read 211070 times)

Johnny Cocas

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Mod update, variants under/over OP capacity are now fixed, and the price of the Fear Cruiser has been decreased to "normal" levels, just slightly over the Retaliation which resembles in some way stat wise.


One idea about Loyality. If you hardcode in it extreme modifications, ill-advised modifications (fixable when you earn enough) and repair droids it feels much more familiar to fly. Actually it becomes really quite a fun.

Also this ship just MUST have shielded cargo holds.

I can look into that once i have some time, but don't expect much, I'll be trying to redo all the ships in the mod pretty soon, as soon as possible, it is something that should have been done a long time ago but keeps being delayed, either by the lack of time or lack of patience to do it...
It will be noted though, in case I make some sort of old rusty combat freighter ;)
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ErrantSingularity

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Been playing with this all day, really enjoying the capital ships a lot, especially the Torture. Been having a hard time killing things with the FDS weapons though, most of the autoblasters aren't able to take out a capital shield without lots of missiles used up in the process. Guessing I could include a few longbows or sabots for shield stripping then go in with the lovely lasers.
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Johnny Cocas

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Been playing with this all day, really enjoying the capital ships a lot, especially the Torture. Been having a hard time killing things with the FDS weapons though, most of the autoblasters aren't able to take out a capital shield without lots of missiles used up in the process. Guessing I could include a few longbows or sabots for shield stripping then go in with the lovely lasers.

I'm glad you are enjoying the mod!

Most weapons were balanced against vanilla, and most autoblasters really don't stand out much, except for the pretty colors and sounds. The only ones that stand out from the bunch are the Kinetic and HE based weapons added by the mod, as they function differently from the rest and are actually useful for either striping shields or armor.

It may take a bit of practise before knowing how to use this faction and its weaponry, and you may also keep an eye out for the AI Tournament starting soon, someone is going to take my mod there, so maybe you can have some pointers there ;)



If I may ask, what do you enjoy the most about the ships? I am starting the painful process of redesigning all of the ships so having some feedback is very useful!
« Last Edit: January 21, 2019, 03:17:51 PM by joaonunes »
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ErrantSingularity

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Been playing with this all day, really enjoying the capital ships a lot, especially the Torture. Been having a hard time killing things with the FDS weapons though, most of the autoblasters aren't able to take out a capital shield without lots of missiles used up in the process. Guessing I could include a few longbows or sabots for shield stripping then go in with the lovely lasers.

I'm glad you are enjoying the mod!

Most weapons were balanced against vanilla, and most autoblasters really don't stand out much, except for the pretty colors and sounds. The only ones that stand out from the bunch are the Kinetic and HE based weapons added by the mod, as they function differently from the rest and are actually useful for either striping shields or armor.

It may take a bit of practise before knowing how to use this faction and its weaponry, and you may also keep an eye out for the AI Tournament starting soon, someone is going to take my mod there, so maybe you can have some pointers there ;)



If I may ask, what do you enjoy the most about the ships? I am starting the painful process of redesigning all of the ships so having some feedback is very useful!

Well, aside from the space doritoness, I love how much customization they all have. Take the Affliction, I can turn this into a torpedo boat that flies in, drops a cluster of reapers and flies out for the next one, or a flanker with DME's shockbeams glued to it for sniping engines, or a moving PD ship. And that's just one of the little ships. I have two Tortures flying in my fleet, one is bulked to the max and has a pair of Tachyons on it for blowing up carriers with a fighter escort, the other sits at range lobbing missiles and bombers covered in PD weapons. Unlike the Legion which has kinda gimped firepower and limited missile coverage, or the Astral which is flimsy as hell and basically just a launch platform, the Torture is customizable for the job.
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Daquan_Baton

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This is great, I especially like the design of the ships. Although I have encountered some problems trying to take up striking roles in combat, Due to a large majority of all the ships' weapons being towards the back.
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Trapped in a freaking derelict tugboat...

ErrantSingularity

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I'd say the missile cruiser is the best for striking ships as fast as you can, but generally you'll be the one piloting if you don't want it sitting there not firing half the battle.
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nb8

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i am join
Thank you for your work, just want to say it.
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Johnny Cocas

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This is great, I especially like the design of the ships. Although I have encountered some problems trying to take up striking roles in combat, Due to a large majority of all the ships' weapons being towards the back.

The shape of the ships is more suitable for broadside attacks so that all weapons on either side can hit the target, in full frontal attacks since weapons are distributed along the entire length of most ships you are forced to move further in for the weapons to get into range.
The fact that the ships are way bigger than they should only contributes to this problem, as the rear weapons are 300 pixels behind the forward ones...
Thanks for the heads up, this is something I'll take into consideration when making the new ships!


I'd say the missile cruiser is the best for striking ships as fast as you can, but generally you'll be the one piloting if you don't want it sitting there not firing half the battle.

Why is it sitting there? Did you give it a passive Officer? Does its behaviour change if you give it an aggressive officer?


i am join
Thank you for your work, just want to say it.

Thank you! :D
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ErrantSingularity

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This is great, I especially like the design of the ships. Although I have encountered some problems trying to take up striking roles in combat, Due to a large majority of all the ships' weapons being towards the back.

The shape of the ships is more suitable for broadside attacks so that all weapons on either side can hit the target, in full frontal attacks since weapons are distributed along the entire length of most ships you are forced to move further in for the weapons to get into range.
The fact that the ships are way bigger than they should only contributes to this problem, as the rear weapons are 300 pixels behind the forward ones...
Thanks for the heads up, this is something I'll take into consideration when making the new ships!


I'd say the missile cruiser is the best for striking ships as fast as you can, but generally you'll be the one piloting if you don't want it sitting there not firing half the battle.

Why is it sitting there? Did you give it a passive Officer? Does its behaviour change if you give it an aggressive officer?


i am join
Thank you for your work, just want to say it.

Thank you! :D

I generally aim for steady officers on cruisers, and most times even steady officers seem to hang back a bit if they have large missile payloads. Happens on my gryphons too, they kind of sit in waiting until shields are down or overloaded then they charge at them guns blazing.
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grinningsphinx

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Thats your issue...Steady officers will default to waiting until shields are down to fire HE and frag missiles, unless the system has a "do_not_converse" tag

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Johnny Cocas

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Update 0.8.3 has been released!

It fixes the FDS Combat Systems to ignore civilian allied ships, and tries to fix the Hyperspace Jump, so now it hopefully will not jump past the enemy fleets anymore.

Update 0.8.2 is an unreleased update, it contains several ship tag fixes and brings back the Terror into the play.

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Johnny Cocas

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Update 0.8.4

Found the issue with the Hyperspace Jump.... I'm such an idiot...

So NOW that is fixed.
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Johnny Cocas

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Update 0.8.5

Don't ask...
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SierraTangoDelta

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I'm gonna ask, what did this update do?
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Johnny Cocas

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I'm gonna ask, what did this update do?

Affff... Alright...
Update 0.8.3 did not fix the Hyperspace Jump, nor did 0.8.4, the issue was not the code of the jump itself but the interval used for the system to decide its actions. All those updates did was either mask the problem or make it even worse, and I only noticed it when it was too late...

If you want me to be more technical here's the data:
The system does calculations every 0.1 seconds to decide whether to jump/stop the system, but for some reason there was some leftover code that changed it to 2 seconds.
Now, 2 seconds when a ship is traveling at 2.000su/s means the ship can be 4.000 su over the desired stopping point before it even does the test to see if it'll stop or not, hence the incredibly bad performance in the tournament.

TL:DR: I'm an idiot ????
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