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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Author Topic: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]  (Read 397058 times)

SouljaWolf

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Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« Reply #585 on: January 30, 2022, 10:27:30 AM »

Where can I start the quest "A scent of adventure"
« Last Edit: January 30, 2022, 10:52:54 AM by SouljaWolf »
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Kanjejou

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Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« Reply #586 on: January 30, 2022, 12:12:27 PM »

Where can I start the quest "A scent of adventure"

didnt even knew sucha quest existed so I can't help you there
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SouljaWolf

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Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« Reply #587 on: January 30, 2022, 12:54:41 PM »

Where can I start the quest "A scent of adventure"

didnt even knew sucha quest existed so I can't help you there

Its a special quest that allows you to get a special ship that can be restored and I want it but I can't seem to find anyway to obtain the quest needed to get the ship.
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SouljaWolf

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Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« Reply #588 on: January 30, 2022, 01:22:50 PM »

Help, so the bounty "Settling a old score" expired and is now spamming my game with the message over and over again.
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Cruis.In

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Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« Reply #589 on: January 30, 2022, 01:57:29 PM »

Burst PD laser is always good since its a vanila PD weapon. For light house PD, I don't know I never used them, I expected them to be as bad as mining PD laser, if you do try them... tell me your opinion about them I am curious...I used light plasma driver because I try to use as much mod weapons as possible on my builds.

And no unfortunately you cannot tell weapons that can hit fighter to not shot at them, its a problem even for vanila large weapons like "hellbore canon" that shot super slow projectiles but still try to hit fighter with it...its why the railguin of this mod are nice because if they do try to shot fighter they melt them from very far away.

if big ship are escorted it mean they lack ship somewhere on the battle line, just keep the big ship occupied as you search for an attack vector. At worst put a "avoid at all cost" order on those big targets, it will start a chase usually, the AI will often break its battle line which may give you an opportunity to strike one of its ships

I was not impressed with the lighthouse.

So I actually put my officers on ships... levelled them up....take out the pellet cannons from the large slots on the alastairs and replaced with 2x tachylon lance each, 2x heavy auto cannon and kept 2x bulldog auto cannon. put the light plasma driver on the back x 4. And the Base Drum medium point defense in the medium ballistic slot.

I tweaked some other ships as well nothing major...but instead of pellet canon, my king class each now have tachyon lance. And I also put some light plasma driver where it made sense.

McNamara:
I removed 2 x bulldog autocannon and replaced with 2x heavy auto canon. The pellet guns stay because the medium versions are very worth the damage, range, and flux it uses. But when a targets flux is high, no need to use the pelletguns, so I shut them off and just let the heavy autos keep him fluxed, while the bulldogs fininish the armor.

That fit remains the same, except for 3 changes because I have 4 heavy cruiser. In the center ballistic on one of them I have a medium combat laser, to keep pressure on a ship retreating to lower flux. On another mcnamara I have a base drum in the center in place of the combat laser providing point defense. in another one I have a heavy plasma driver in place of the medium combat laser.

The light plasma driver is SO good against missiles and fighters, so they work perfect on the alastair, and even though the heavy version for the ballistic medium slot isn't listed as point defense like the light version, it still can target those fighters, and it also is 100/100/100 shield/armor/hull.

With these tweaks and some better management of my weapons and auto firing on the flagship im piloting (an alastair) I beat Janus 3rd group. I lost some ships but I won the fight. Was a tough fight. I found with me controlling my tachyon beams, instead of  on auto fire, i fired them more tactically, i even got rid of some smaller ships first, and some time combinations of my tachyons with my king class which has a tachyon each, melted the smaller guys who ventured too close. I killed the smaller guys faster. The fighter spam was taken care of by my better point defense the Base drum and light plasma driver additions, and alastair's web when well placed.

I realised at one point during the fight i had an opening, and ordered 4 ships to close and destroy a battleship. From there I had too much pressure on and with having taken out a good chunk of his destroyer/cruiser escorts, the battleships remaining although they had some were out flanked.

I played the range game better and with his smaller targets of opportunity and also slight pressure caused thoise smaller targets to move forward to  help their battleships. The Edith class sure helped too.

I think everything I did with your advice, my officers, my leveling up, the fitting, my better flying and strategy, the point defense, sealed the deal. Also the combination of ships to take in. I could take 2xalastair. 2x heavy cruiser, 2x king, and some destroyer backup and the edith. with my king's better fitted with their tachyon instead of the terrible pellet cannon, that with the 4x tachyons combined on my 2 x alastair helped hold the center.

Also, ace-wing...I use one each on my alastair and they stay escorting, they shoot down the clouds of missiles those guys were firing, in addition to my pooled point defense, better point defense and the alastair web and ace wings on at least 3 of my ships, able to keep the missile spam off. because i have my shields down alot, because the flux isn't ideal. and the missile spam used to hurt. clusters of small missiles. ace-wing is  an ace up the sleeve vs missiles combined with the 4x light plasma driver helping out.

I use 1x ace wing and jack combat drone now on any ship with 2 bays. so my lyons have 2 bays, and the alastairs. tempted to put 2x ace wing on the alastair.

The pelletcannon might work well for other races with the flux, but it don't work well for us. also i found the arsenel ship a good tank, but useless otherwise.
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Kanjejou

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Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« Reply #590 on: January 30, 2022, 03:52:36 PM »

Excellent news! Happy to learn you found builds and tactics that work better for you.

also S mods help but its true for any ships not just the ARS ships

Maybe I will do a fighter and guns review later. But right now the "baron" fighter wings seem extremely bad only two fighter long to repair time(20sec) weak basic weapons (4xlighthouse) that are good only for quick fights and vs fighters and missiles and only two unguided rockets... the stats are okay but its not a fast fighter or long range either...Ace already fill the role of interceptor and space superiority fighter, and jack is already the "Jack of all trade" of the mod and also use unguided rockets, I think it need something to make it truly shine or in its role or give it another one...
Maybe give it "needle PDM" instead of rocket to make it the absolute super interdictor it should be, or "Can mrm" so it can overloard shield, or go for "monogram rail" or "incendiary sprayer" or "shield spike" as its secondary armement" to make it a small gun boat
« Last Edit: January 31, 2022, 10:59:23 AM by Kanjejou »
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Cruis.In

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Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« Reply #591 on: February 01, 2022, 01:04:00 PM »

does can mrm really work well against shields? i find in my fittings i dont pack so called finishers. no torpedoes,, or powerful missiles....sabots, nothing,.
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Kanjejou

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Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« Reply #592 on: February 02, 2022, 09:46:02 AM »

does can mrm really work well against shields? i find in my fittings i dont pack so called finishers. no torpedoes,, or powerful missiles....sabots, nothing,.

The "Mrm can" is quite good agains shield as a kinetic missile reloasd is just super long, the "Mrm rod" is weaker annihilator rocket that start as guided ordinance then keep going strait a bit like Squalls, thus is quite nice on ship with side or strange angle small missiles slots

Needle PDM is super good vs fighter and meh vs missiles.
« Last Edit: February 02, 2022, 10:28:12 AM by Kanjejou »
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Cruis.In

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Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« Reply #593 on: February 02, 2022, 04:48:01 PM »

fought my first battlestar today in a scalar fleet..wooo that thing scared the *** out of me. damn big ship....i went balls the to wall and selected all ships and right clicked on its. most fun ive had. i realised it was now or never as the bloody thing plowed through my lines..

looking back at the replay and actions of several different ships i get to see what i missed....had a hero mcnamara tank the bastard and draw his attention long enough (still very short), but just long enough for my other ships to close into position, and for me and one other to pour some fire in it, to start the process of taking it down. and then a timely launch of a siege missile by a strafing victoria destroyer off my starboard bow finishes the right side of the beast and the rest is history. Very satisfying. I pause my battles alot tho...i have to take time to process stuff like that as its happening, it was a delicate balance to win that.

https://www.youtube.com/watch?v=kmNqb18UhZ4

note the hero MacNamara which tanks the guy on the right...

and note the victoria uss einstein who delivers the final siege cannon to take down the wing. Unfortunately for some reason I couldnt recover Einstein after the battle, and I have the level 4 industrial skill where ships almost always recoverable. guess I got a bad roll. She was with me from the beginning. Immediately I have built a new one. Good thing no officer was aboard.


did i mention i destroyed two hegemony fleets, hassled their patrol systems,  launched a tactical bombardment of their world, killed two stations and basically blockaded a system for a few days just for fun? since i didnt have any troops to invade with??

well they got the MEMO.....

https://i2.paste.pics/00a38cd547a6683649a4fe9f200bf7cd.png

I count 4 battleships..3 battle carriers. like 8 heavy cruisers, and then support... to my 2 battlecruisers, 4 heavy cruisers, and support. :) and a battlestation...

« Last Edit: February 03, 2022, 07:02:04 PM by Cruis.In »
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Kanjejou

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Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« Reply #594 on: February 05, 2022, 12:24:19 PM »

A little bug with the pike weapons. They all shoot a little too short. So its purely wasted flux.

Most gun need a little range of efficiency upgrade. which is saying a lot because they were well balanced compared to vanila before the update

by the way for every edith AWAC user heavy armor is an excellent mod to improve its survivability.
« Last Edit: February 05, 2022, 01:01:21 PM by Kanjejou »
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Cruis.In

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Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« Reply #595 on: February 05, 2022, 01:12:24 PM »

I usually heavy armor most my ships. Especially since the shields are weak and i fight with them down a lot. pesky fighters and missiles on the sides add up.
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vircen

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Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« Reply #596 on: February 15, 2022, 04:38:21 AM »

Dear Author,

I love this mod a lots, especially the weapons and the ships settings, that is great!

I come from China, and I wanna to translate this mod from English into Chinese, and put it shows on the forum of Starscector in Chinca, of couse all your imformation will be keeped and the links to this page will be show on.

I find an older localization CN version like 1.8, I thinks it's out of date.
So, if I get your permision to localize this mod, I will do that.

For now, I'm playing the translated mod on my own.

Whatever, thanks for the mod, and the time you have taken to read these messages.
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Gwyvern

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Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« Reply #597 on: February 15, 2022, 08:45:27 PM »

Go ahead.
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vircen

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Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« Reply #598 on: February 16, 2022, 12:49:28 AM »

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geminitiger

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Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« Reply #599 on: February 16, 2022, 06:46:35 AM »

Does this mod allow the building of the void extractor? I can't find any documentation on it.
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