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Author Topic: [0.95.1a] The Asteroid ship pack 1.3e  (Read 64464 times)

hydremajor

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Re: [0.95a] The Asteroid ship pack 1.3c
« Reply #75 on: October 31, 2021, 06:54:22 AM »

If I knew how to change ship sensor signatures I would have done it ages ago.

Can't you just make it a built in hullmod that reduces sensor profile ?
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liam556

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Re: [0.95a] The Asteroid ship pack 1.3c
« Reply #76 on: October 31, 2021, 04:49:17 PM »

Update 1.3d

All ships now have Insulated Engine Assembly as a built-in hullmod.

https://github.com/Liam5563/astroidships-pack/blob/master/Asteroid%20ship%20pack%201.3d.rar?raw=true
Savegame compatible

Spoiler
lol, why didn't I think of this before.
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« Last Edit: October 31, 2021, 04:57:54 PM by liam556 »
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Null Ganymede

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Re: [0.95a] The Asteroid ship pack 1.3d
« Reply #77 on: November 12, 2021, 12:58:45 AM »

Ships have a cool aesthetic but are way out of balance. Too much weapon mounts, mobility, flux, speed, omni shields, etc etc etc.

Ed: best way I can describe it is the ships look low-tech, but their actual stats are high-tech with low-tech's full ballistic mounts and damage subsystems, and mid-tech's mobility.
« Last Edit: November 12, 2021, 01:10:04 AM by Null Ganymede »
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JUDGE! slowpersun

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Re: [0.95a] The Asteroid ship pack 1.3d
« Reply #78 on: November 12, 2021, 12:02:43 PM »

Ships have a cool aesthetic but are way out of balance. Too much weapon mounts, mobility, flux, speed, omni shields, etc etc etc.

Ed: best way I can describe it is the ships look low-tech, but their actual stats are high-tech with low-tech's full ballistic mounts and damage subsystems, and mid-tech's mobility.

Dunno, they seem to have kinda crappy armor and hull, so there is some balance.  But I haven't run any sims to generate statistical data, so maybe I'm just incorrectly relying on anecdotal evidence.  Still would be cool for like the ships in the mod to have their engines flame out more often in battle to balance adding insulated engines, or some other kinda cool balancing for what is mostly a rather interesting addition to the game (ie, a lack of asteroid ships in the vanilla game does seem a kinda obvious oversight, even if it would sorta kinda conflict with some of the game's lore regarding ship production and DRM).
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liam556

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Oni

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Re: [0.95a] The Asteroid ship pack 1.3d
« Reply #80 on: December 12, 2021, 02:20:01 PM »

Ships have a cool aesthetic but are way out of balance. Too much weapon mounts, mobility, flux, speed, omni shields, etc etc etc.

Ed: best way I can describe it is the ships look low-tech, but their actual stats are high-tech with low-tech's full ballistic mounts and damage subsystems, and mid-tech's mobility.

Dunno, they seem to have kinda crappy armor and hull, so there is some balance.  But I haven't run any sims to generate statistical data, so maybe I'm just incorrectly relying on anecdotal evidence.  Still would be cool for like the ships in the mod to have their engines flame out more often in battle to balance adding insulated engines, or some other kinda cool balancing for what is mostly a rather interesting addition to the game (ie, a lack of asteroid ships in the vanilla game does seem a kinda obvious oversight, even if it would sorta kinda conflict with some of the game's lore regarding ship production and DRM).
I wonder if a fun Easter Egg would be to give mining weapons bonus damage against them.

Cause, you know, rocks and all.  ;D
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ltyd0619

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Re: [0.95.1a] The Asteroid ship pack 1.3e
« Reply #81 on: December 30, 2021, 05:03:12 AM »

The Rugged Construction hull mod added in 0.95.1 sounds fitting for asteroid ship, do you think it's a good idea to have it build-in instead of Insulated Engine Assembly?
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liam556

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Re: [0.95.1a] The Asteroid ship pack 1.3e
« Reply #82 on: December 30, 2021, 01:44:33 PM »

I have not been playing starsector a lot recently and was not aware of this hull mod. I'll take a look.

*edit* I had a look. I'm not going to replace the built-in hull mod with Rugged Construction.
« Last Edit: December 30, 2021, 03:45:56 PM by liam556 »
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ltyd0619

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Re: [0.95.1a] The Asteroid ship pack 1.3e
« Reply #83 on: December 30, 2021, 05:17:06 PM »

I have not been playing starsector a lot recently and was not aware of this hull mod. I'll take a look.

*edit* I had a look. I'm not going to replace the built-in hull mod with Rugged Construction.

Okay, still one of my “must-have” mod. The ships just feel so vanilla and fitting.
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IGdood

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Re: [0.95.1a] The Asteroid ship pack 1.3e
« Reply #84 on: January 07, 2022, 09:54:49 AM »

I've yet to see a Pirate fleet with a Pebble.  Is it super rare?
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JUDGE! slowpersun

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Re: [0.95.1a] The Asteroid ship pack 1.3e
« Reply #85 on: January 07, 2022, 10:08:38 AM »

I've yet to see a Pirate fleet with a Pebble.  Is it super rare?

I've only seen it drop for pirate fleets with super high bounties (but still rarely), I think pirates just rarely field it 'cuz ship type/possibility per faction fleet is at least partially determined by the faction's access to a decent shipyard (but once hidden bounty stat is high enough, this at least partially overrides normal fleet comp determination).  Seriously, sell the pirates a corrupted nano forge on the open market where their shipyard is, makes game much more interesting (if you can find one these days, rare item pool inflation a very real thing these days!).  It might also transfer over if you sell it on black market anywhere, but that is kinda a crapshoot, so usually easier to just sell it on the open market of the colony you want to see the item used on.
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IGdood

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Re: [0.95.1a] The Asteroid ship pack 1.3e
« Reply #86 on: January 07, 2022, 04:27:42 PM »

I've yet to see a Pirate fleet with a Pebble.  Is it super rare?

I've only seen it drop for pirate fleets with super high bounties (but still rarely), I think pirates just rarely field it 'cuz ship type/possibility per faction fleet is at least partially determined by the faction's access to a decent shipyard (but once hidden bounty stat is high enough, this at least partially overrides normal fleet comp determination).  Seriously, sell the pirates a corrupted nano forge on the open market where their shipyard is, makes game much more interesting (if you can find one these days, rare item pool inflation a very real thing these days!).  It might also transfer over if you sell it on black market anywhere, but that is kinda a crapshoot, so usually easier to just sell it on the open market of the colony you want to see the item used on.

interesting, I might have to try that for a late game challenge

Just encountered a Pebble after I posted in a Level 3 Vengeance fleet from the Pirates!
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