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Author Topic: [0.97][WIP] United Aurora Federation 0.75c ( Hotfix 3 )  (Read 789959 times)

DMesse

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.73c / 0.73c1
« Reply #660 on: March 04, 2023, 02:18:48 AM »

Heyo! Relatively new to Starsector and even newer to UAF, but I wanted to share some thoughts after a couple of days in with the new version. Along with waifus, UAF accidentally introduced Nexerelin to me and the Starsector experience has never been the same.


Multiple ships got their hulls bigger and meatier! Used to have a compact profile. Now they look like they are ready to shoulder tackle their assigned tasks ahead. Machi APA troop transport in particular, now genuinely looks like she's a landing assault ship that packs more than 1 fighter hangar.

New portraits and changed portraits are really looking good. Was a small surprise with Her Majesty getting a new face as well.


Gameplay-wise, I've been seeing a respective amount of balance passes done with 0.73c compared to the previous version.

Nerfing range of the Catun energy railgun series as a whole from 1000 to a whopping 700 (medium) and 800 (large) is perhaps the biggest and most noticeable so far. And I agree with it being shorter. They were completely overpowering any sort of engagement when I put them on my kiting frigates and cruisers since they have such a small amount of effective DPS loss thanks to their high-velocity shots. Now I have to put more thought into what would happen or what's currently happening when they are within or very close to enemy gun distance. Have a feeling that the flux cost got bumped too, but I haven't checked too hard.

Changing the onboard ship system of Akatsuzuma (SP) from Phase Skimmer (short-range teleport) to Targeting Laser System (target's incoming damage amplified) was a good call as well. Packing a Tachyon Lance and a pair of Catun railguns with merely 23 deployment points previously allowed it to be excessively cost-effective in fast hit & run tactics. It was a flux hungry glass cannon, but nothing officers with the right skills couldn't fix. It looks like this role now falls upon Lillaru (SP) which costs 30 deployment points and a much larger ship hull. I look forward to seeing how she performs in a fast in-fast out role.


Here's what puzzles me, however, with the new version of UAF mod.

Is there a reason why Eyeseau auxiliary command ship got its sensor strength nerfed? It used to be 500 and yes, this may have been a tad bit high, but now it's merely 150, which is exactly the same as the sensor profile (150). Could this have been a mistake? It's supposed to be both an electronic warfare and command platform.

If I were to nerf Eyeseau, I'd give it a much higher maintenance cost as AWACS platforms like these are generally known to be a big pain in terms of logistic supplies and manpower. I can never forget the facial expression change of technicians when they were taxiing on the runway, rather than the F-16s.

I won't go far as asking for built-in High Resolution Sensors, ECM, Nav Relay, and Operations Center hullmods, as that's something I've been doing with story points in my playthroughs, but now I'm hardly inclined to even have one in my fleet. I really like the idea of having AWACS or some variation of it in fleets since this is already done in real life and you could see it in games like Ace Combat series or other naval/aerial combat-oriented animations and movies.


Thanks for reading this small wall of text. I hope you have a great day with clear skies and cool winds.
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Ryxsen1421

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.73c / 0.73c1
« Reply #661 on: March 04, 2023, 12:29:52 PM »

Here's what puzzles me, however, with the new version of UAF mod.

Is there a reason why Eyeseau auxiliary command ship got its sensor strength nerfed? It used to be 500 and yes, this may have been a tad bit high, but now it's merely 150, which is exactly the same as the sensor profile (150). Could this have been a mistake? It's supposed to be both an electronic warfare and command platform.

Thanks for trying out the UAF. You should probably keep exploring until you bump into our lootable hullmods and see if that helps. Oh and get the Omniscan too from Nia. Make sure you drag along the Eyeseau because the access options are hidden until you have the ship and enough reputation for it.
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Spardok

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.73c / 0.73c1
« Reply #662 on: March 04, 2023, 03:21:29 PM »

Great mod thus far!

Question regarding the Super Cap ships. If you put Expanded Crew Deck on the main module does that affect all of the other modules? Looked in this thread a bit and didn't see that mentioned.

Also regarding the lootable hullmods you mentioned. Are you only able to put those on specific ships? I have two of them and I do not see the option on any ships to add those.
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TheCarrot101

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.73c / 0.73c1
« Reply #663 on: March 04, 2023, 03:27:39 PM »

Yo, I love this UAF mod so far. Beautiful ships and beautiful portraits all around! The most recent update convinced me to play Starsector a bit more before the big update (0.96) drops eventually since I originally planned on waiting for that first..!

With this new update, I've found a bug and decided I might as well report it; the Nakiha(M) frigate leader appears to not utilize its built-in Amazoch/H torpedo launchers when they are set on the same weapon group! When set into separate weapon groups, they function perfectly. This was tested on UAF version 0.73c1 with no other mods active aside from necessities for clarity. I'm not sure if this bug applies to any other ships, but you may want to check just in case!

Also, personal question, wouldn't it make sense for UAF to be a paranoid faction rather than a pacifist? I always thought it was strange given they are trying to defend that universal rift they came from!
« Last Edit: March 04, 2023, 04:52:19 PM by TheCarrot101 »
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Spshamrocks3

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.73c / 0.73c1
« Reply #664 on: March 04, 2023, 05:03:27 PM »

Thanks for all the work, time and effort into this mod!  First time playing and it's been a blast so far! Rillaru is life haha

Just one question, is Solvernia Auroria able to be added as a contact?  I seem to have maxed her rep to 74/100 using gifts and small talk but can't progress her any further.  Is there anything to progressing her further? 

Thanks!
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Ryxsen1421

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.73c / 0.73c1
« Reply #665 on: March 04, 2023, 06:20:16 PM »

Just one question, is Solvernia Auroria able to be added as a contact?  I seem to have maxed her rep to 74/100 using gifts and small talk but can't progress her any further.  Is there anything to progressing her further? 
No, sadly we din't add any more features on her other than just a couple of fan service dialogues but it pretty much serves as a teaser to what we might do in the future.

Also, personal question, wouldn't it make sense for UAF to be a paranoid faction rather than a pacifist? I always thought it was strange given they are trying to defend that universal rift they came from!

Pacifist kinda made more sense to me since I'm trying to prevent them from declaring war on anyone at least in the faction behavior. That still won't stop them from getting dragged into a war by external factor.

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callitri

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.73c / 0.73c1
« Reply #666 on: March 04, 2023, 06:57:05 PM »

ILL be honest i have bumped into this mode for a while now but was always put off by the catgirls , not a fan of them and thought there is nothing for me in it, well i saw the youtube vid made by Ironclad and realized my mistake , i enjoy the ships , i enjoy there playstyle , always loved ballistic weapons , and who doesent like nukes? So great work.
Tried the capital supership option and seeing it that it has no shield i thought it was a mistake , most no shield ships (not talking about phase)seemed just a gimick and a shielded one could always outperform it, but damn these ships rule hard.
I know from ironclad that the conveluted contacts and how to obtain them is being reworked so wont go into them , but the supercapitals is there a short info on them , how to obtain them? because would like to try them out without using console commands.
Thanks again for your hard work and great mod.
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hidefreek

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.73c / 0.73c1
« Reply #667 on: March 04, 2023, 08:39:51 PM »

I do not sure about the problem I found. (Either bug in the mod or a bug from multiple mods install)
The game is bugged when retreats or ships in the battlefield command.
the green-triangle cursor still remains on the map and the game technically freezes.
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DMesse

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.73c / 0.73c1
« Reply #668 on: March 04, 2023, 09:36:41 PM »

Here's what puzzles me, however, with the new version of UAF mod.

Is there a reason why Eyeseau auxiliary command ship got its sensor strength nerfed? It used to be 500 and yes, this may have been a tad bit high, but now it's merely 150, which is exactly the same as the sensor profile (150). Could this have been a mistake? It's supposed to be both an electronic warfare and command platform.

Thanks for trying out the UAF. You should probably keep exploring until you bump into our lootable hullmods and see if that helps. Oh and get the Omniscan too from Nia. Make sure you drag along the Eyeseau because the access options are hidden until you have the ship and enough reputation for it.

There are hidden events like those?! This is totally new news for me. Thank you, I'll make sure to check it out.
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Alyuna

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.73c / 0.73c1
« Reply #669 on: March 05, 2023, 01:53:29 AM »

Do I have to be commissioned by UAF to unlock Automata and November Markets? Can I unlock both markets as their allies (in Alliance with UAF)?
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"Don't eat that sandwich, your mom made that sandwich three and a half months ago"

mllhild

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.73c / 0.73c1
« Reply #670 on: March 05, 2023, 03:55:24 AM »

Since the 0.73c1 update the UAF does in fact just sit in the corner. I dont know what changed, but in my 3 attempts since then they always are at war only with the Luddic Path and Pirates after a few cycles. How do I pull them into a war?
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Crowley_black

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.73c / 0.73c1
« Reply #671 on: March 05, 2023, 11:03:05 PM »

Since the 0.73c1 update the UAF does in fact just sit in the corner. I dont know what changed, but in my 3 attempts since then they always are at war only with the Luddic Path and Pirates after a few cycles. How do I pull them into a war?
That sounds like a nexerelin shenanigans since from my experience with 0.73c1 the UAF are active in colonizing or fighting against jerks that raid them.
But anyway, to pull the UAF to war I can think of a few ways.

1. be commissioned and cause trouble with the neighbors
2. transpoofer shenanigans
3. use agents to worsen their relationship with their neighbors
4. again be commissioned but by other faction and provoke the UAF
5. agents again but make uaf join a militaristic alliance and they will become aggressive Gandhi
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Edix

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.73c / 0.73c1
« Reply #672 on: March 06, 2023, 12:32:31 PM »

5. agents again but make uaf join a militaristic alliance and they will become aggressive Gandhi

oh god, the Civ PTSD.... this is why I fight FOR the UAF not AGAINST them. I kill myself enough with semibreves let alone being shot at with them! they have a habit of exploding right out the barrel. strike craft perhaps? an errant flare? whatever the reason I'm practically a ghoul at this point.
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Texas Redhawk

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.73c / 0.73c1
« Reply #673 on: March 07, 2023, 02:42:22 AM »

It's a pleasure to come back to Starsector after a few months of illness and see a new UAF version. Really enjoying the new designs, but I do have some things to report:

1: The Rafflesya's change to bombing at a distance seems to have made it more vulnerable. I got my first Isenoria in the new version, deployed a Rafflesya against a target, and it managed to blow itself up with its own bomb by dropping it right on top of a disabled hulk. I'm not sure if it was just bad timing or if something has been changed, but I've never seen the Rafflesya blow itself up with its own bomb before, especially considering how it flew in the older version.

2: Something seems to be broken with the AI and UAF missiles in 0.73c. My subordinate ship captains and lieutenants were always a bit reluctant to fire their missiles before, but in the current version they just... flat out won't fire their missiles at all. Nowhere did this smart more than when I found Captain Torres hanging out on Hem Fayette and immediately put him in a Novayu with plans on upgrading him to a Purcellyra, only to notice that he spent every battle trying vainly to get close enough to shoot enemies with his PD gun. After checking around I've found old threads mentioning that the AI can be reluctant to use their missiles unless they are regenerating missiles like the Salamander or Pilum, or if they're missiles with a huge ammo amount like the Swarmer or Annihilator. I've noticed my captains being willing to use vanilla missiles before, if sparingly, but they abjectly refuse to fire UAF missiles unless I play tricks like setting them to a linked weapon group with another weapon.

I hypothesize the problem lies in the fact that the AI cannot comprehend the UAF's regenerating missile ammo system - it only processes that there's a limited amount of ammo and tries to conserve it, not counting on the fact that the ammo will regenerate over time. I would like to suggest seeing if either upping the ammo count and slowing the ammo regen or swapping UAF missiles entirely over to the infinite ammo system used by the vanilla Salamander and Pilum missiles will cause the AI to use UAF missiles more aggressively.

Those are the only issues I've really seen so far. The balance with UAF weapons in general is way different from before, but that's not really a problem to adapt to. I'm curious as to why the new bombs weigh so much though - I got a mission to deliver some as cargo to one of the UAF's allies only to find out that they weighed about ten times as much cargo space as I had available. Not sure if that's a bug or if I need a specific type of ship to carry them properly.

As for suggestions, will we ever see UAF mining equipment and civilian-hulled vessels for use with Nexelrin's mining feature and/or the Forge Production mod?

Necros

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.73c / 0.73c1
« Reply #674 on: March 07, 2023, 01:46:44 PM »

It's a pleasure to come back to Starsector after a few months of illness and see a new UAF version. Really enjoying the new designs, but I do have some things to report:

1: The Rafflesya's change to bombing at a distance seems to have made it more vulnerable. I got my first Isenoria in the new version, deployed a Rafflesya against a target, and it managed to blow itself up with its own bomb by dropping it right on top of a disabled hulk. I'm not sure if it was just bad timing or if something has been changed, but I've never seen the Rafflesya blow itself up with its own bomb before, especially considering how it flew in the older version.

2: Something seems to be broken with the AI and UAF missiles in 0.73c. My subordinate ship captains and lieutenants were always a bit reluctant to fire their missiles before, but in the current version they just... flat out won't fire their missiles at all. Nowhere did this smart more than when I found Captain Torres hanging out on Hem Fayette and immediately put him in a Novayu with plans on upgrading him to a Purcellyra, only to notice that he spent every battle trying vainly to get close enough to shoot enemies with his PD gun. After checking around I've found old threads mentioning that the AI can be reluctant to use their missiles unless they are regenerating missiles like the Salamander or Pilum, or if they're missiles with a huge ammo amount like the Swarmer or Annihilator. I've noticed my captains being willing to use vanilla missiles before, if sparingly, but they abjectly refuse to fire UAF missiles unless I play tricks like setting them to a linked weapon group with another weapon.

I hypothesize the problem lies in the fact that the AI cannot comprehend the UAF's regenerating missile ammo system - it only processes that there's a limited amount of ammo and tries to conserve it, not counting on the fact that the ammo will regenerate over time. I would like to suggest seeing if either upping the ammo count and slowing the ammo regen or swapping UAF missiles entirely over to the infinite ammo system used by the vanilla Salamander and Pilum missiles will cause the AI to use UAF missiles more aggressively.

Those are the only issues I've really seen so far. The balance with UAF weapons in general is way different from before, but that's not really a problem to adapt to. I'm curious as to why the new bombs weigh so much though - I got a mission to deliver some as cargo to one of the UAF's allies only to find out that they weighed about ten times as much cargo space as I had available. Not sure if that's a bug or if I need a specific type of ship to carry them properly.

As for suggestions, will we ever see UAF mining equipment and civilian-hulled vessels for use with Nexelrin's mining feature and/or the Forge Production mod?

The fix version haven't deal with these bugs already?
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