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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 1343544 times)

Synaptic

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Re: [0.97] Tahlan Shipworks
« Reply #1800 on: January 17, 2025, 12:55:30 AM »

Hi, I'm a fairly new player and found the Nirvana class capital ship by accident. I didn't realize it's strength, and it has trivialized combat for me. I just have to say it feels like terrible balance, it's completely overpowered and balancing by supply cost seems super lame. Does this mod take balancing into account?
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krisslanza

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Re: [0.97] Tahlan Shipworks
« Reply #1801 on: January 17, 2025, 02:44:56 AM »

Hi, I'm a fairly new player and found the Nirvana class capital ship by accident. I didn't realize it's strength, and it has trivialized combat for me. I just have to say it feels like terrible balance, it's completely overpowered and balancing by supply cost seems super lame. Does this mod take balancing into account?

Tahlan has always been pretty balanced. You just got a lucky run.
That being said, a number of powerful ships in mods tend to be balanced by a high supply cost.
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eikson

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Re: [0.97] Tahlan Shipworks
« Reply #1802 on: January 17, 2025, 04:55:23 AM »

Are the imgur links down?
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0wolfmoon0

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Re: [0.97] Tahlan Shipworks
« Reply #1803 on: January 17, 2025, 06:22:47 PM »

Hey, I've got the last blueprint from the halbmond, but after quite a long time, I have not received the hint for the Traum's location. Does it take significantly longer to get the Traum hint, or is there a problem with my game? I'd really like to avoid spawning it in, but I will if I have to. Is there a command (using the command console mod) to trigger that stage of the quest, or maybe a command that will tell me which system the traum is located? I vaguely remember such a command existing back when the quest was broken and wouldn't tell you which constellation the traum was in, instead saying it was in the "null" constellation.
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Phenir

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Re: [0.97] Tahlan Shipworks
« Reply #1804 on: January 17, 2025, 08:11:26 PM »

Hi, I'm a fairly new player and found the Nirvana class capital ship by accident. I didn't realize it's strength, and it has trivialized combat for me. I just have to say it feels like terrible balance, it's completely overpowered and balancing by supply cost seems super lame. Does this mod take balancing into account?
Nirvana is basically a one of a kind ship. It's not just balanced by extra supply cost, it has a tiny shield arc (which can't be modified), only 1400 armor despite that shield arc, and costs 75 dp putting it in the same ballpark as the ziggurat (vanilla ship btw) which also trivializes combat.

Hey, I've got the last blueprint from the halbmond, but after quite a long time, I have not received the hint for the Traum's location. Does it take significantly longer to get the Traum hint, or is there a problem with my game? I'd really like to avoid spawning it in, but I will if I have to. Is there a command (using the command console mod) to trigger that stage of the quest, or maybe a command that will tell me which system the traum is located? I vaguely remember such a command existing back when the quest was broken and wouldn't tell you which constellation the traum was in, instead saying it was in the "null" constellation.
You get the traum location at the same time you get the blueprint for halbmond. Make sure you have the halbmond blueprint and check your intels if you do.
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Kiba

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Re: [0.97] Tahlan Shipworks
« Reply #1805 on: January 26, 2025, 02:24:03 PM »

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

did you got this working somehow?
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Adrian23138

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Re: [0.97] Tahlan Shipworks
« Reply #1806 on: January 26, 2025, 03:33:30 PM »

Is there a way to "move" The Blackwatch Contact?

Because sometimes she just spawns at the worst pirate bases and even when I try to reject the encounter in bar she still throws me the contact in the list and yeah.
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Vaelophisnyx

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Re: [0.97] Tahlan Shipworks
« Reply #1807 on: January 30, 2025, 08:03:04 PM »

Hel Plating kinda sucks tbh

Yes I know it's not intended to make armor-only viable (which is dumb imo, it's interesting and has drawbacks over shield gameplay, it's not JUST ignoring an entire system)
but it just eats your armor away too much, FAR too much.
it literally does not make sense as a hullmod. "Here, take away so much armor that even small weapons are now a threat to a capital, and in return you get a tiiiiny fraction of that back passively. if you aren't being hit. For a while. something that rarely ever happens in actual combat"

it comes off as a theory-crafter's dream but is practically useless without stuffing ships to the gills with *other* mods hullmods for boosting armor just to get back to square one.

if the armor loss was closer to 30% (15% S-modded) it would make a lot more sense, but as it is, it's a waste of OP on nearly every ship.
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Nia Tahl

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Re: [0.97] Tahlan Shipworks
« Reply #1808 on: January 31, 2025, 12:04:11 AM »

It's not really a hullmod for armour-focused ships. It's to provide a regenerating armour hp pool you can use to absorb kinetics endlessly in a shield-focused setup which would have relatively weak armour anyway. There is no way I'm buffing it when it's already quite broken when used properly.
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
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Vaelophisnyx

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Re: [0.97] Tahlan Shipworks
« Reply #1809 on: January 31, 2025, 05:24:56 PM »

It's not really a hullmod for armour-focused ships. It's to provide a regenerating armour hp pool you can use to absorb kinetics endlessly in a shield-focused setup which would have relatively weak armour anyway. There is no way I'm buffing it when it's already quite broken when used properly.
but it doesn't buff your health pool at all
it nerfs your armor pool and is useless to shield-tanks
"hybrid" shield-hull tanks aren't really a thing?
I don't understand how you use it "properly" when its just actively bad to put on anything at all. Properly is just...not mounting it in the first place?
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Selfcontrol

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Re: [0.97] Tahlan Shipworks
« Reply #1810 on: January 31, 2025, 06:44:36 PM »

It's not really a hullmod for armour-focused ships. It's to provide a regenerating armour hp pool you can use to absorb kinetics endlessly in a shield-focused setup which would have relatively weak armour anyway. There is no way I'm buffing it when it's already quite broken when used properly.
but it doesn't buff your health pool at all
it nerfs your armor pool and is useless to shield-tanks
"hybrid" shield-hull tanks aren't really a thing?
I don't understand how you use it "properly" when its just actively bad to put on anything at all. Properly is just...not mounting it in the first place?

Armour is both a damage reduction mechanic and a hp pool. Armour stat is its own health.

Your worst adversary as a high tech ship are kinetic weapons, which are bad against armour. Meanwhile, HE weapons already destroy very easily high tech ships armor since they are supposed to shield tank so having a reduced armor is not very problematic against these weapons (which are bad against shields anyway).

Hel Plating allows you to => drop shield when near max flux => use your armor to tank kinetic damages while waiting for flux to go down => raise shield => armor regen => rince & repeat.

Nia Tahl is right. The hullmod is already quasi overpowered on most high tech ships.
« Last Edit: January 31, 2025, 06:48:51 PM by Selfcontrol »
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