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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Author Topic: [0.95a] Hazard Mining Incorporated (Hottest of Fixes Ed., 0.3.4f)  (Read 249685 times)

tobymaxgames

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Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
« Reply #285 on: August 24, 2020, 09:33:34 PM »

Can i make a Request for a Ship?
Spoiler
I love the appearance and layout of the atlas mk2 but its stats SUCK. A Domain Resurgent version of that ship with thicker armor, hull, flux and a combat speed boost would alleviate most of my problems with it. a cool purple-orange version of this ship would finish up a DOMRES fleet with capital ships.
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« Last Edit: August 24, 2020, 09:42:00 PM by tobymaxgames »
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Hrothgar

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Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
« Reply #286 on: August 25, 2020, 03:32:09 AM »

Can i make a Request for a Ship?
Spoiler
I love the appearance and layout of the atlas mk2 but its stats SUCK. A Domain Resurgent version of that ship with thicker armor, hull, flux and a combat speed boost would alleviate most of my problems with it. a cool purple-orange version of this ship would finish up a DOMRES fleet with capital ships.
[close]

You should check
Spoiler
Atlas MKXIV from vayra mod
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BreenBB

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Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
« Reply #287 on: September 07, 2020, 04:12:27 AM »

Quite interesting mod which add a lot of unique campaign content. About suggestions, Brighton lacks own capital vessel, I think both Guardian(Scav) and Radiant(Scav) will be good fit, and maybe option to generate unique systems like one with Mess in Nex randomized sector, because if playing with random sector alot of mod content will be missed.

Also interesting how Brighton will be balanced when next version of Starsector came out, where you can use actual automated ships.
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Chairman Suryasari

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Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
« Reply #288 on: September 14, 2020, 05:22:29 PM »

Quite interesting mod which add a lot of unique campaign content. About suggestions, Brighton lacks own capital vessel, I think both Guardian(Scav) and Radiant(Scav) will be good fit, and maybe option to generate unique systems like one with Mess in Nex randomized sector, because if playing with random sector alot of mod content will be missed.

Also interesting how Brighton will be balanced when next version of Starsector came out, where you can use actual automated ships.

I think Brighton completely strip out the "AI" for of those ship so it's going to function differently than a pristine Remnant Ship, the Scav variant is basicly a poor man high-tech, also King Alfonzo already working on Radiant(Scav).

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I little feedback, i play with HMI_0.3.2d version of the mod and Herakles is so easily mal-function, all of her weapon can broken seemingly at random, it's kinda make it un-viable for now.
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"Kids under 13 shouldn't have access to the internet. if 10yo me were on tumblr and read about suicide and depression 5 hours a day, every day, god knows i would jump off a bridge if my parents ever yell at me."

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Spess Mahren

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Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
« Reply #289 on: September 19, 2020, 03:46:19 PM »

So I just cleared one of the special systems from hmi and would like to give a bit of feedback.

Spoiler
The system in question was Manchester and I hit it at the highest level of explorium alert so every battle was at its biggest, I liked how the posts consisted of a suicide rush of Safety Override strike frigate drones that were actually capable of swarming some of your ships to death, The satellites seem way out of wack though, crazy mine spam because something like three out of four ships in every drone fleet had the minefield hull mod, I lost many ships in those fights and I couldn't really come up with a way to insure no losses. Lastly the guardian stations were the easiest out of the three strangely enough, the stations were push over's and its swarm of escorts were just ground into burger meat at no risk. The named stations I have a hard time remembering but they came across as easy since their drone fleets were pretty mediocre, although they sometimes had 1-3 minefield ships that spiced things up a bit. I would recommend swapping the mine spam fleets with the guardian station fleets if you wanted the unending tide of high tech teleporting mines and it would feel like a boss fight, although I'm not sure how to make the stations dangerous. I doubt you intended that though since it just seems frustrating so you will likely have to tone down the amount of ships with the minefield hull mod so it is possible for a player to focus fire them to death before they manage to saturate some ships to death. Perhaps you could have carrier drone fleets replace the ones that don't have a gimmick and are rather boring as a result? Domres has a lot of custom drone strike craft after all. The named stations could be a mix of the three gimmicks I suppose to differentiate them from the others and prep the player a bit on what to expect. Overall I liked it.
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Farya

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Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
« Reply #290 on: September 20, 2020, 01:39:29 AM »

Can i make a Request for a Ship?
Spoiler
I love the appearance and layout of the atlas mk2 but its stats SUCK. A Domain Resurgent version of that ship with thicker armor, hull, flux and a combat speed boost would alleviate most of my problems with it. a cool purple-orange version of this ship would finish up a DOMRES fleet with capital ships.
[close]
It does not really make sense for them to make one though. Though they could use more warship types in general and some logistics ships too to spice things up. Why not a militarized Atlas for bulk trade? Maybe with some cargo containers replaced with modular crew quarters. That could be nice designated colony ship which would really fit the theme of their propaganda.
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Neitronus

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Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
« Reply #291 on: September 23, 2020, 08:32:37 AM »

Is it possible to update to fix version checker issue? There's an issue with version file being unreacheble on bitbucket after recent bitbucket change AFAIK.
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immortalartisan

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Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
« Reply #292 on: October 01, 2020, 07:27:59 PM »

need some help with Manchester. i have no idea how to counter those ships
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Chairman Suryasari

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Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
« Reply #293 on: October 02, 2020, 05:28:04 AM »

need some help with Manchester. i have no idea how to counter those ships

You supposed to loss a lot of ship there. You gonna take a lot of casuality unless somehow you get 10 paragon and 10 competent officer.
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Avanitia

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Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
« Reply #294 on: October 02, 2020, 06:08:51 AM »

Nah, it's all about having a lot of point defense to protect against all mines and missiles.
Get some good ranged ships and mobile force with movement systems and you'll be golden.

I've solo'ed some of these fleets using superfrigates.
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You haven't played Starsector unless your storage has one thousand Vulcans in it.

immortalartisan

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Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
« Reply #295 on: October 02, 2020, 03:22:59 PM »

so um i would like to say that locomotive is op as *** and also it made a great starting system. what is the second system though mentioned in the Manchester relay? because there is a huge constellation in that direction and dont feel like searching the whole thing what is the name of the second system?
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Chairman Suryasari

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Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
« Reply #296 on: October 04, 2020, 10:27:22 AM »

In defense of Locomotive, if you look at the stat it's look like so OP but if you look at the overall gameplay, it's balance. Locomotive is rare, slowdown your entire fleet, consume a lot of supplies, bad againts high tech, etc. 
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"Kids under 13 shouldn't have access to the internet. if 10yo me were on tumblr and read about suicide and depression 5 hours a day, every day, god knows i would jump off a bridge if my parents ever yell at me."

-Some random Youtube comment on video about Sonic OC.

GrayTheOdd

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Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
« Reply #297 on: October 10, 2020, 07:20:33 AM »

The download link seems to be dead.  :(

Just finished 7 hours of modding as I get back into the game. This is the last to install but I can't start without it.
« Last Edit: October 10, 2020, 10:26:29 AM by GrayTheOdd »
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PredatorNima

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Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
« Reply #298 on: October 10, 2020, 12:41:28 PM »

Hi i think your mod's download link is dead
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fastdino

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Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
« Reply #299 on: October 10, 2020, 11:17:35 PM »

The domain resurgent broadsword and warthog drones seems to fire in prolonged bursts with a huge noticeable delay in between each spurt of bullets. For the domres broadsword, it shoots both weapons normally until they stop for around 3 seconds (sometimes all at once) and fly around the target aimlessly. The domres warthog, functions a bit weirdly, where it shoots both it's assault guns in a rapid short burst, then switches to a slower sustained fire rate that alternates between the two guns, afterwards the same delay behavior kicks in and they stop shooting for a while. The delays I observed where much longer than the vanilla broadsword and the warthog, and during the delays the drones where prone to just drift aimlessly as well, as if their engines where disabled (ordering the fighters to regroup moves them however).

I'm just wondering, since the domres talon shoots normally, is this intentional?
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