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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97] Tahlan Shipworks  (Read 1332238 times)

robepriority

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Re: [0.97] Tahlan Shipworks
« Reply #1785 on: November 28, 2024, 02:27:00 AM »

I enjoy this mod a lot for what it adds.

I've noticed a pattern however - the Legio, which is supposed to be the challenging end-game faction, is constantly wiped out by the other factions fairly early into the game. The Hegemony is particularly good at doing so, especially when Iron Shell is added. They simply invade Lucifron with large invasion fleets and are able to conquer it without any player involvement whatsoever, even after the "Legio Rising" event that gives them daemon ships.

In my most recent game, they were able to wipe out Legio in ~5 cycles, with essentially nothing more than the worlds they have started out with (plus the two extra from Iron Shell). I think a big problem here is that Legio basically goes to war with everyone, and they never want to ceasefire. So inevitably, they will end up at war with the entire Sector. It's a bit disappointing to have the endgame anti-player faction get destroyed so easily with no player involvement whatsoever. Daemon ships might be great in combat, but autoresolve invasions don't care about that, so they inevitably just get ganged up on.

Legio planets have massive defensive multipliers that should make invasion difficult, but the 2 IS planets + autoalliance giving them both factions taskforces and blueprints is basically designed to counter legio influence so I'm not particularly surprised. You might want to tip the scales by adding more anti-hegemony factions.

Nia Tahl

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Re: [0.97] Tahlan Shipworks
« Reply #1786 on: November 29, 2024, 01:53:15 PM »

I enjoy this mod a lot for what it adds.

I've noticed a pattern however - the Legio, which is supposed to be the challenging end-game faction, is constantly wiped out by the other factions fairly early into the game. The Hegemony is particularly good at doing so, especially when Iron Shell is added. They simply invade Lucifron with large invasion fleets and are able to conquer it without any player involvement whatsoever, even after the "Legio Rising" event that gives them daemon ships.

In my most recent game, they were able to wipe out Legio in ~5 cycles, with essentially nothing more than the worlds they have started out with (plus the two extra from Iron Shell). I think a big problem here is that Legio basically goes to war with everyone, and they never want to ceasefire. So inevitably, they will end up at war with the entire Sector. It's a bit disappointing to have the endgame anti-player faction get destroyed so easily with no player involvement whatsoever. Daemon ships might be great in combat, but autoresolve invasions don't care about that, so they inevitably just get ganged up on.

A lot of that is Nexerelin variance. It's just something that can happen, although it isn't that common, but there's a lot of factors that can make it more or less likely, like your exact combination of faction mods. Depending on their existing attitudes it can lead to Legio getting more or less attention than usual in a particular setup. There's not really much that can be done about it without adding some overly bs to make Legio more or less immune to non-player factions, which just isn't something I want to aim for.
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
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WiseSnowyOwl

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Re: [0.97] Tahlan Shipworks
« Reply #1787 on: December 13, 2024, 09:26:55 PM »

Hi,

 First of all, thank you for this awesome mod! The ships are so beautiful and the gameplay is so unique.

While playing the Onslaught (GH) I encountered an issue while using the medium ballistic Praxil Rotary Nailer. Sometimes during battle, they will stop working after a while. I think it happens if they get damaged. They won't shoot even after they get repaired.

Thank you for your great work!
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ohsnapdragon

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Re: [0.97] Tahlan Shipworks
« Reply #1788 on: December 17, 2024, 02:09:17 AM »

I am in the middle of another playthrough, and enjoying some of the other secret ships in this mod.

I've just acquired the Metafalica from the IBB bounty - I've read online that people tend to consider this ship amazing, but I can't seem to make it work for me. Does anyone have any tips?

For 60dp, it feels pretty outgunned by every other comparable capital. Sure, it's fairly quick - but something like a Radiant is just as fast, super shield tanky, and outguns it to boot, with the same DP cost. An Odyssey only costs 45dp, is faster, and has about the same DPS with two plasma cannons, or rift cascade emitters. Compared to other 60DP capitals, 3 large guns is actually pretty mediocre.

I understand the ship system "gimmick" - energy for armor, kinetic to take down the shields, and type 3 mostly against fighter swarms. But I haven't really been able to make it perform well enough to justify a spot in my fleet. If I wanted a 60dp DPS speedy murder machine, I'd take a Radiant that also outguns it. If I wanted an armor tank (which the ship modification suggests the Metafalica is suited for), I feel like I'd be better off with a Hel Scaith which has 7 (!?) large slots, compared to 3 from the Metafalica. Or maybe one of those relic capitals, since they can essentially regenerate their armor.

If it was 45DP I might consider dropping my Odyssey for it, but at 60DP I'm just not sure what the Metafalica does better than its competition. What builds are others using?
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Cane

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Re: [0.97] Tahlan Shipworks
« Reply #1789 on: December 17, 2024, 04:52:45 PM »

I got curious, so I consoled one in for some testing. With just vanilla weapons and hull mods, I have come to the conclusion that this thing is busted broken overpowered nonsense excellent for its OP cost, though I wouldn't want to fly it without Helmsmanship.

Image: Starter variant
[close]

With Ballistic Mastery, Gunnery Implants, and Integrated Targeting Unit, its heavy slots have a range of 1850, and with Unstable Injector it's still 1573, more than enough to out-range anything important. A Paragon can't use its shield pressure weapons at that range and will never be able to close the distance. A Conquest barely tickles your insane shields with its Gauss cannons. 84 speed ensures that you can just pick things apart at range.

Phira's Impact Driver is busted. Just line up a broadside and it'll break any shields. The Azadian from Tri-Tach Expansion is usually a tough nut to track due to its fortress shield, but this thing just punches through it at a range the Azadian can't hope to contest.

You do need something to pressure enemy shields while you switch to Shock Cannons or Type-3s. Those weapons will chew through armor and hull real fast, but the AI is good at setting their shields upon Shock Cannons and their PD upon incoming Type-3's. I just added some Needlers, so once I had maxed their flux with Impact Driver I could close the distance, switch to Shock Cannons, and wait until they dropped their shields before lauching a full broadside volley. It's very satisfying.

Temporal Armor also lets it tank like a beast. Let it build up to +90% flux and then drop your shields; not much can actually hurt you. To get the most out of cap ships you typically need to figure out where and when to vent while in the middle of combat; this thing lets you take a flux breath whenever you want.

It's not going to out-DPS a Radiant in the short term, but the Metafalica has zero downtime due to its constant damage output, long range, and irrelevant flux costs. It's also faster than a Radiant (87 vs 71 with Helmsmanship), and the Radiant will spend most of its time being low on skimmer charges.

Image: S-Mod variant
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For larger fleet battles I would add Accelerated Shields as soon as you can S-Mod something. Light cruisers hitting from the other side is really the only weakness of a broadside ship like this, and you really don't want to to leave yourself exposed to Atropos or Reapers. Accelerated Shields lets you quickly block frigates and other wankers trying to flank you.

Resistant Flux Conduits might not be necessary due to the high-flux damage reduction, but venting is lightning quick on this ship if you take it. Hardened Subsystems may also be desired; I didn't spend a lot of time testing long fleet engagements.

I would run elite Helmsmanship, elite Combat Endurance for the hull repair, Field Modulation, Gunnery Implants, and whatever else you can justify (Ballistic Mastery being particularly tasty).

I'm not that great at making ship builds and I only spent 15 minutes on this one, so I'm certain it's not even close to optimal. Good min-maxers can probably make this thing pretty nutty; maybe you could combine the high-flux damage reduction with Hel Shields, or double down with Polarized Armor.

But with the loadout in the 2nd image, the ship can attack an Onslaught at mid-range, never raise its shields, and still win. I think the Metafalica is going to be okay.
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mechwarrior1

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Re: [0.97] Tahlan Shipworks
« Reply #1790 on: December 25, 2024, 09:03:37 AM »

hey there, enjoying the mod
got a question regarding Halbmond, will the ship spawn if I add the mod mid-save

Appreciate your help
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mechwarrior1

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Re: [0.97] Tahlan Shipworks
« Reply #1791 on: December 31, 2024, 05:23:43 AM »

hey there, enjoying the mod
got a question regarding Halbmond, will the ship spawn if I add the mod mid-save

Appreciate your help

I have managed to insert a halbmond derelict into my save file, but picking it up did not trigger the "quest", there is no text at the bottom left panel telling me to keep the ship to unlock things
mind if someone can guide me on how to trigger the quest, not sure where the flag is
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mudskipper

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Re: [0.97] Tahlan Shipworks
« Reply #1792 on: January 03, 2025, 05:48:16 PM »

Hello, I just wiped one of those genius salvagers-turned-pirates while exploring a system, and one of their ships was a Melusia, which as I understand is one of the rare salvage your mod adds. My questions is: why? Did those salvagers find that ship before me and added it to their fleet? Should I inspect all salvaging fleets for cool rare ships I want to collect? Or do they just have some little chance to have one of those?
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Phenir

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Re: [0.97] Tahlan Shipworks
« Reply #1793 on: January 04, 2025, 09:18:30 PM »

Hello, I just wiped one of those genius salvagers-turned-pirates while exploring a system, and one of their ships was a Melusia, which as I understand is one of the rare salvage your mod adds. My questions is: why? Did those salvagers find that ship before me and added it to their fleet? Should I inspect all salvaging fleets for cool rare ships I want to collect? Or do they just have some little chance to have one of those?
It's a chance to have the ship when they spawn. I'm not sure they can get the ones you find normally but they can get ones you can't find as derelicts.
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NGTM-1R

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Re: [0.97] Tahlan Shipworks
« Reply #1794 on: January 06, 2025, 02:56:53 AM »

This is one of my standby mods. However...

Since 0.95, I've had the option for The Lifeless to appear in Remnant fleets turned on.

Since 0.95, the only Lifeless ships I've ever encountered have been the unrecoverable wrecks in Lethia and, sometimes, the Timeless Mothership Prototype. I have never seen a single active Lifeless ship, and thus, I really have no idea what they're like to fight.

Is there some special condition I'm not meeting? Have I just been incredibly unlucky? Are they that rare?
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Phenir

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Re: [0.97] Tahlan Shipworks
« Reply #1795 on: January 06, 2025, 07:02:49 PM »

They are really rare. If you happen to have a remnant station in the same system as a gate, you can teleport to the gate from the other side of the sector and book it over to the remnant station to see all the fleets as they just spawned. You might find one or two lifeless ship in the 10 or so fleets. The capital ship is extra rare I think but the destroyer not so much. You can't recover either them though.
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nebux

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Re: [0.97] Tahlan Shipworks
« Reply #1796 on: January 07, 2025, 09:14:41 AM »

hi! on Taumtanzer class is there a need for artilry interface smod as it dowesn't apply to any weapons at all
Ignore i got  my answer on another play
« Last Edit: January 10, 2025, 06:52:45 AM by nebux »
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Darktan

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Re: [0.97] Tahlan Shipworks
« Reply #1797 on: January 13, 2025, 08:18:33 AM »

Hi, first of all, thanks for making this mod. It's possibly the best mod balanced around everything in the mod being slightly above average in power.

Except for the Dun Scaith. That thing is possibly the single most powerful hull in the game but it takes a while to understand how to abuse it. But merely by refitting the middle 4 big guns with a couple of Balors and random GH big guns and Smodding Armoured Guns for extra rof, this thing easily rekts 70 DP ships in the simulator.

Right now, it's possibly the easiest time as capital ship tied with the double homing Semibreve monstrosity in the UAF. Please never nerf it.
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ihzaw

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Re: [0.97] Tahlan Shipworks
« Reply #1798 on: January 14, 2025, 06:47:37 AM »

Hi! thanks for the awesome mod!

I've been enjoying this mod so far, and I'm a bit curious about Izanami. Does the Izanami bounty still exist? I read somewhere we can obtain it through prism, bounty, supership start, or procure it through operatives, but in my game the ship pool is really saturated with other mods so i can't rely on prism. Already deep into a save and wanting to try out izanami, and the ship doesn't show up in the menu when i procure ship in independent planets, so bounty is where i'm going with. I'm using MagicBounty.

I know i can console command it but it's less satisfying
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Meben

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Re: [0.97] Tahlan Shipworks
« Reply #1799 on: January 15, 2025, 03:32:05 AM »

I'm loving some of the ships added by this pack and was wondering; Is there anywhere I can go that is more likely to have them in it's markets? Specifically I got a Skola pretty early in my current playthrough and thought they'd be fun to have a little swarm of, but I haven't found another in a couple hours checking every market I go to in the course of profiteering.
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