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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.96a] Tahlan Shipworks  (Read 1104239 times)

OzOnyx

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Re: [0.9.1a] Tahlan Shipworks 0.3.17
« Reply #555 on: August 19, 2020, 11:02:21 AM »

Yeah the Edengate is pretty cool but I'm too shallow to care about things like ship systems, it's the paintjob that matters the most ;)
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Modo44

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Re: [0.9.1a] Tahlan Shipworks 0.3.17
« Reply #556 on: August 20, 2020, 12:26:40 AM »

Given how badly the AI handles the ship system (triggering when available, not only when useful), the GH Enforcer is 100% a meme ship. It is way too prone to running itself into trouble, and definitely into friendlies. I recall the Izanami having the same issue, but I mostly controlled it myself anyway.
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Oranje

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Re: [0.9.1a] Tahlan Shipworks 0.3.17
« Reply #557 on: August 30, 2020, 01:40:54 PM »

For the quest to get the rosenritter BP's, does it end after you keep the carrier, get the BP's, and then go find the Traum? The log for it is still showing up in the local tab so just wondering if there's more to find...?

There's nothing after that, no.

I found the Traumtanzer, should i have been able to salvage that thing?
And why would the quest log not "complete"or at least, go away after i "finish" the quest, i've spent a good while trawling through every inch of the sector mentioned in the idea i was missing something.
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.17
« Reply #558 on: August 30, 2020, 03:02:58 PM »

For the quest to get the rosenritter BP's, does it end after you keep the carrier, get the BP's, and then go find the Traum? The log for it is still showing up in the local tab so just wondering if there's more to find...?

There's nothing after that, no.

I found the Traumtanzer, should i have been able to salvage that thing?
And why would the quest log not "complete"or at least, go away after i "finish" the quest, i've spent a good while trawling through every inch of the sector mentioned in the idea i was missing something.

Because that's not so easy to hook up. I'm just a modder who does this *** as a hobby.
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
It's all in the presentation

Oranje

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Re: [0.9.1a] Tahlan Shipworks 0.3.17
« Reply #559 on: August 31, 2020, 10:12:55 AM »



I found the Traumtanzer, should i have been able to salvage that thing?
And why would the quest log not "complete"or at least, go away after i "finish" the quest, i've spent a good while trawling through every inch of the sector mentioned in the idea i was missing something.
[/quote]

Because that's not so easy to hook up. I'm just a modder who does this *** as a hobby.
[/quote]

I'm sorry if you felt what i asked as criticism, it was not really meant as such.
What you made, is pretty amazing, i was just looking for answers to my questions, you don't owe me an explanation.

P.s. The Traumtanzer wasn't salvageable?
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.17
« Reply #560 on: August 31, 2020, 01:27:50 PM »

It should always be recoverable. Was your fleet at cap when you tried to recover it?
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
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JohnVicres

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Re: [0.9.1a] Tahlan Shipworks 0.3.17
« Reply #561 on: August 31, 2020, 02:26:01 PM »

Ey Nia, what are your thoughts on the Flagellator's system? I mean, uh, do you maybe uhhh ...plan to change it? I was super hyped with it and built, like, 10 (paired with other ships) to counter a Hegemony expedition, but then I got into the first proper battle with them, and they just... suicided. Not even in a helpful way, they yolo'd themselves first second, so them and the enemy ships were flung all the way to their spawn/retreat zone. Then I had to cross the whole map after them, and during that most foes retreated unharmed, while the surviving Flagellators got ganged on and died.
The ship itself feels really good, it works just fine in every way, except that the AI gives not an ass about that and rams my precious bois into the nearest anything. All at once... And then they blow up, and kill my crew, and I gotta recover and repair them, it's so inefficient...

Maybe the LP would really like and enjoy this current system, but in my eyes, it only makes a good platform into a throwaway, self-propelled boulder.

So as to not just be a complaining baby, I'll throw some unwarranted suggestions:
-add an LP variant for the current ship system, maybe with fewer, if any, guns, but more armor and HP. So, a veritable tool of redemption for Luddites, aka flying ram of SPEED.
-trade the system with something mobility-focused, that perhaps disables shields(?) or some other trade-off, to keep true to the ship's name. Like, maneuvering jets, but no shields.
« Last Edit: August 31, 2020, 02:34:28 PM by JohnVicres »
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.17
« Reply #562 on: September 01, 2020, 07:10:42 AM »

Ey Nia, what are your thoughts on the Flagellator's system? I mean, uh, do you maybe uhhh ...plan to change it? I was super hyped with it and built, like, 10 (paired with other ships) to counter a Hegemony expedition, but then I got into the first proper battle with them, and they just... suicided. Not even in a helpful way, they yolo'd themselves first second, so them and the enemy ships were flung all the way to their spawn/retreat zone. Then I had to cross the whole map after them, and during that most foes retreated unharmed, while the surviving Flagellators got ganged on and died.
The ship itself feels really good, it works just fine in every way, except that the AI gives not an ass about that and rams my precious bois into the nearest anything. All at once... And then they blow up, and kill my crew, and I gotta recover and repair them, it's so inefficient...

Maybe the LP would really like and enjoy this current system, but in my eyes, it only makes a good platform into a throwaway, self-propelled boulder.

So as to not just be a complaining baby, I'll throw some unwarranted suggestions:
-add an LP variant for the current ship system, maybe with fewer, if any, guns, but more armor and HP. So, a veritable tool of redemption for Luddites, aka flying ram of SPEED.
-trade the system with something mobility-focused, that perhaps disables shields(?) or some other trade-off, to keep true to the ship's name. Like, maneuvering jets, but no shields.

No. Staying as it is.
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
It's all in the presentation

MaxMNG

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Re: [0.9.1a] Tahlan Shipworks 0.3.17
« Reply #563 on: September 05, 2020, 06:36:26 AM »

Tell me, can I somehow meet (buy or fight) ships from the "ma" folder in the game?
I mean this ships --> https://prnt.sc/uc1utv
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Kaitol

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Re: [0.9.1a] Tahlan Shipworks 0.3.17
« Reply #564 on: September 05, 2020, 10:56:23 AM »

You might want to keep an eye out when searching the darkest corners of the sector. (And be sure you have an empty space in your fleet.)
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BreenBB

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Re: [0.9.1a] Tahlan Shipworks 0.3.17
« Reply #565 on: September 05, 2020, 11:22:23 AM »

Really nice ship and weapon pack, this one and other yours mods are always must have for me.

About Lostech and other ships from mod scattered as derelicts, interesting they always should be recoverable or there is a chance what it can't be recovered at all? I found two Samsara cruisers, one I was able to recover, other one I can only salvage for resources, and recently found Nirvana, but I wasn't be able to recover it too, I don't know its bug or intended, but I'm sure when I played on 0.3.16 version I always was able to recover them.

Also idea with unique derelicts is really great, its make exploring unknown systems more rewarding.
« Last Edit: September 05, 2020, 11:24:35 AM by BreenBB »
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Avanitia

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Re: [0.9.1a] Tahlan Shipworks 0.3.17
« Reply #566 on: September 05, 2020, 01:35:28 PM »

Yep, they aren't guaranteed to be recoverable.
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You haven't played Starsector unless your storage has one thousand Vulcans in it.

Modo44

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Re: [0.9.1a] Tahlan Shipworks 0.3.17
« Reply #567 on: September 10, 2020, 07:34:00 AM »

I think the current Porphyrion is too strong. Big hits, perfect aim, additional damage, and EMP to top it off -- it has it all. It needs a nerf of some kind. Right now all the other GH medium ballistic options are a joke compared to it despite the high OP cost. There is very little reason not to use it exclusively.
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.17
« Reply #568 on: September 12, 2020, 04:52:50 AM »

I think the current Porphyrion is too strong. Big hits, perfect aim, additional damage, and EMP to top it off -- it has it all. It needs a nerf of some kind. Right now all the other GH medium ballistic options are a joke compared to it despite the high OP cost. There is very little reason not to use it exclusively.

It's perfectly fine the way it is. It has terrible efficiency compared to other ballistic weapons and its effective dps can't keep up with specialised ballistics. A good mix of kinetic and high explosive damage will beat an all porphyrion loadout in efficiency and output. By your logic the Mjolnir is also the only large ballistic weapon worth using.
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
It's all in the presentation

Modo44

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Re: [0.9.1a] Tahlan Shipworks 0.3.17
« Reply #569 on: September 12, 2020, 07:16:56 AM »

It's experience. The other GH medium guns are a joke despite lower prices, and often higher range. The Hellbore is more expensive for less effective ooomph.
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