Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Pages: 1 ... 14 15 [16] 17 18 19

Author Topic: [0.97.XX] Battlefleets of the Gothic Sector (Tally ho 0.98a-RC7!)  (Read 301526 times)

AccuracyThruVolume

  • Commander
  • ***
  • Posts: 142
    • View Profile
Re: [0.96.XX] Battlefleets of the Gothic Sector (Autofitting Ahoy!)
« Reply #225 on: December 22, 2023, 06:56:34 AM »

Well said AngerMittens!

End of the year Update time!

Added a quintet of chaos crusiers:

Two new entries in the Crusier category:
* Carnage
* Murder

Three Heavy Crusiers (New Category)
* Acheron
* Hades
* Styx

This should help make the Chaos faction be as sporty as ever!
Cheers everyone and lets see what the new year will bring to the mod   8)
Logged

Warnoise

  • Commander
  • ***
  • Posts: 209
    • View Profile
Re: [0.96.XX] Battlefleets of the Gothic Sector (Autofitting Ahoy!)
« Reply #226 on: December 26, 2023, 06:07:41 AM »

Hi thank you for the great mod!
I am starting a playthrough using only Imperium ships. I will post my feedback after playing them thoroughly
Logged

Warnoise

  • Commander
  • ***
  • Posts: 209
    • View Profile
Re: [0.96.XX] Battlefleets of the Gothic Sector (Autofitting Ahoy!)
« Reply #227 on: December 26, 2023, 10:12:27 PM »

Here's my feedback so far:

-I like the faction Imperium faction design so far. I like how you didn't follow the standard class design of starsector.

-Since the AI can't deal with broadside ships well, I understand why you reduced the do cost for the ships

-The plasma cannon projectile is way too slow. It doesn't hit anything below a slow Capital and even then its damage is low for how slow it is. I'd suggest to buff it's projectile speed a bit

-The middle small weapon slots of the endurance class need a 360° arc fire. Currently they have a very narrow frontal arc fire which makes no sense for a broadside ship

-I think the dictator class is way too overpowered for it's DP cost. It can destroy capital ships no problem. I'd put it at around 30dp. Also it has 2 huge cannons on its sides that don't have slots. It would be great to add 1 Large and 1 medium on each side or perhaps add built-in lore friendly weapons. Of course to balance it out increase the dp as you see fit.

-Maybe not now but I suggest to rethink the shield design for imperium ships. Since they all have omnishields, they tend to occupy a huge surface ending up getting stuck in big ship battles. Maybe make shields modules that are close to the ship's body.

-The dauntless AI never attempts to use its broadsides. It just uses its laser and frontal
« Last Edit: December 30, 2023, 06:28:51 PM by Warnoise »
Logged

AccuracyThruVolume

  • Commander
  • ***
  • Posts: 142
    • View Profile
Re: [0.96.XX] Battlefleets of the Gothic Sector (Autofitting Ahoy!)
« Reply #228 on: January 04, 2024, 06:45:58 PM »

Good Feedback Warnoise!   8)

Yeah the vanilla shields make for a lot of "empty" space around the long ships which can cause congestion in big fights.   Currently exploring other options.
AI tends to assign it's own priorities as far as weapons use.   Likely with the dauntless it is the fact that it has large weapons facing forward and smalls on the sides so the AI is favoring the bigger weapons.

Update time!   0.4.7:

Added:

Chaos Logistics

* Chaos Fuel Transport
* Chaos Freighter

* Chaos Heavy Fuel Transport
* Chaos Heavy Freighter

Crusier

* Pagan Class System Control Cruiser

Changed:
# Bumped speed of plasma cannon projectiles
# Bumped speed of Disruption Macrocannon
# Dictator class OP cost upped slightly

Fixed:
! Endurance class dorsal weapons fire arc










On a side note, there are future things a-foot.......



« Last Edit: January 04, 2024, 09:16:36 PM by AccuracyThruVolume »
Logged

AccuracyThruVolume

  • Commander
  • ***
  • Posts: 142
    • View Profile
Re: [0.96.XX] Battlefleets of the Gothic Sector (Chaos Logistics)
« Reply #229 on: January 13, 2024, 04:25:45 AM »

We may find ourselves invaded by space commies soon:

Logged

Warnoise

  • Commander
  • ***
  • Posts: 209
    • View Profile
Re: [0.96.XX] Battlefleets of the Gothic Sector (Chaos Logistics)
« Reply #230 on: January 17, 2024, 05:30:34 AM »

looks great! cant wait to start a new playthrough with the tau
Logged

AccuracyThruVolume

  • Commander
  • ***
  • Posts: 142
    • View Profile
Re: [0.96.XX] Battlefleets of the Gothic Sector (Chaos Logistics)
« Reply #231 on: January 17, 2024, 09:15:57 PM »

Yeah so far I have 4 ships made (and 7 fighters)  and a basic set of tau weapons.   Looking for more lore appropriate additions to their arsenal.   Chipping away.   8)
« Last Edit: January 17, 2024, 09:17:29 PM by AccuracyThruVolume »
Logged

pgamesfood

  • Ensign
  • *
  • Posts: 26
    • View Profile
Re: [0.96.XX] Battlefleets of the Gothic Sector (Chaos Logistics)
« Reply #232 on: January 29, 2024, 08:23:06 PM »

hi just to say thanks for making a cool mod,
i recently got back into starsector now i have a better computer, and have been adding in (most) of my old playlist from v0.8 into 0.96, (some havent been updated yet unfortunately) but tried your one as a starting empire (with the Imperium Of Man) and its cool :)

i am on Easy mode lol, as i get to grips with all the new things that vanilla and modded can do, but my basic game so far has been this:

cycle 206, 10 months, 26days in savegame screen
= 27/30 ships in fleet (am saving a slot for Tug, Tanker and Salvage Rig, but would be nice to be able to increase both Fleet Cap and Deployment Points cap)

= i have 23 Fighter Bays (mostly from the Imperium of mans Standard Dictator Class Cruisers
and managed to capture several pirate ships, including 1 Chaos Damnation ship :)
and have a total of 62 Fighters (including some built in ones) and 1 spare fighter slot unfilled  :)
+
since my game is modded, i have been getting attacked by Remnants, Chaos, Pirates other hostile factions,
am finding 1 cool Volkov derelict, with a Laidlaw anti shield big energy gun, + i attached your Large SunBeam Lance Cannon Battery anti armour and its a powerful combo :)
+
every other battle is playing Star Wars Music battle for endor  :D
starsector is even cooler than before :O)

only main issue found so far, is that Fuel is simply not lasting for long, At All - with me often being thrown out of hyperspace, and back into an empty nearest system, where the only way to collect enough is to send out distress calls, and then fight (and beat) the attackers, steal their stuff which includes a bit of fuel, and get commission credits+monthly stipend, until i can Colonise an empty planet, and slowly start saving up for a Mining building, and then much later (hopefully) a refining building, to start making fuel so i can escape and do more missions lol :)
maybe its because my fleet is almost all full of multiple dmods (but i have a mod for that later), or maybe its a conflict, but it takes me over 1200 fuel, to travel about 10 light years) :)
« Last Edit: January 29, 2024, 08:28:28 PM by pgamesfood »
Logged
my best fleet so far :) rag tag fugitive forty k fleet :)
https://postimg.cc/gallery/DTzHfDp
88x Dmods but still fighting :)

pgamesfood

  • Ensign
  • *
  • Posts: 26
    • View Profile
Re: [0.96.XX] Battlefleets of the Gothic Sector (Chaos Logistics)
« Reply #233 on: January 29, 2024, 08:27:25 PM »

here are 2 examples of my fleet so far for you :)
https://postimg.cc/gallery/DTzHfDp

Logged
my best fleet so far :) rag tag fugitive forty k fleet :)
https://postimg.cc/gallery/DTzHfDp
88x Dmods but still fighting :)

TheRealCone

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.96.XX] Battlefleets of the Gothic Sector (Chaos Logistics)
« Reply #234 on: January 31, 2024, 08:09:27 AM »

Is it just me or do the chaos ships spin around waaaay too fast? Makin me dizzy..
Logged

AccuracyThruVolume

  • Commander
  • ***
  • Posts: 142
    • View Profile
Re: [0.96.XX] Battlefleets of the Gothic Sector (Chaos Logistics)
« Reply #235 on: February 01, 2024, 05:02:38 PM »

here are 2 examples of my fleet so far for you :)
https://postimg.cc/gallery/DTzHfDp

That's quite a fleet!   ;D
The imperium is heavy on logistics.   That is part of the counterbalance.   They need alot of crew (purchase price + monthly salaries)  and can chew thru supplies on a good clip (Especially the cap ships).    I'd suggests getting two or more dedicated fuel ships.  There are light and heavy fuel transports in the Imperium roster.

@TheRealCone:   Any ships spinning too fast in particular?   I can take a look at their turn rates.    I'm nearing 100 entries for hulls   o.0
Logged

pgamesfood

  • Ensign
  • *
  • Posts: 26
    • View Profile
Re: [0.96.XX] Battlefleets of the Gothic Sector (Chaos Logistics)
« Reply #236 on: February 03, 2024, 08:16:59 PM »

ah thanks, yeah i guess it makes sense :)
i'll try and get one of those ships too for storage - main issue so far is that there is not enough fuel around to actually buy :) but im hoping soon to have a couple of colonies (1 + 1 asteroid outpost) to help me produce more - at least in the system where i am.

main goal will be to use my latest character skill of "chance to remove 1 random d-mod from a random ship each month", so if i manage to not take many loses, i just need about 100 months to possibly make that fleet all fully repaired, which will reduce fuel and supply needs even more :)
Logged
my best fleet so far :) rag tag fugitive forty k fleet :)
https://postimg.cc/gallery/DTzHfDp
88x Dmods but still fighting :)

AccuracyThruVolume

  • Commander
  • ***
  • Posts: 142
    • View Profile
Re: [0.96.XX] Battlefleets of the Gothic Sector (Chaos Logistics)
« Reply #237 on: February 07, 2024, 08:51:25 PM »

V 0.5.0 is on the way, it will update the mod for the new starsector version and also introduce the Tau.

I have one weapon effect I'm stumbling on that I have to solve and then mod will be releasable.   Stay tuned   8)
Logged

pgamesfood

  • Ensign
  • *
  • Posts: 26
    • View Profile
Re: [0.96.XX] Battlefleets of the Gothic Sector (Chaos Logistics)
« Reply #238 on: February 11, 2024, 04:04:30 AM »

tau will be cool :)
maybe the mod will be updated with them on a Tausday  :)
Logged
my best fleet so far :) rag tag fugitive forty k fleet :)
https://postimg.cc/gallery/DTzHfDp
88x Dmods but still fighting :)

AccuracyThruVolume

  • Commander
  • ***
  • Posts: 142
    • View Profile
Re: [0.96.XX] Battlefleets of the Gothic Sector (Chaos Logistics)
« Reply #239 on: February 12, 2024, 12:36:31 AM »

tau will be cool :)
maybe the mod will be updated with them on a Tausday  :)

Tausday... LOL

Well it's prolly Tausday somewhere, so...  Update Time!

V.0.5.0:   The Greater Good Enters the fray:

+ mod updated for new version of Starsector (0.97) 
+ Added Tau faction with several ships:

Fighters:

Razorshark
Sunshark
Barracuda
Tigershark
Tigershark AX-1-0
DX6 Remora
Manta

Support ships (cargo and Fuel haulers)
Courier

Frigates:

Castellan
Defender
Messenger
Orca
Warden

Destroyers:

Emissary (Bor Kan Configuration)
Emissary (Dal Yth Configuration)
Emissary (Sa Cea Configuration)

Cruisers:

Protector

Capital Ship

Custodian Battleship

An Assortment of Tau weapons:

Tau Burst Cannon
Tau Blaster

Tau Railgun
Tau Heavy Railgun

Tau Ion Cannon
Tau Fusion Blaster
Tau Fusion Collider
Tau Fusion Eradicator
Tau Pulse Ordnance Accelerator Cannon

Other then the burst cannon, railguns, and the Ion Cannon, the lore is a bit thin on Tau ship weapons.   Therefore some improvising was done.  Turned out that Tau are specialists with their large energy weapons, have several nifty bits of ordnance in their arsenal.

First Post updated with images and such.

* Refactored Nex faction configs.   
* Added Orks as a playable faction for Nex.
« Last Edit: February 12, 2024, 03:09:23 AM by AccuracyThruVolume »
Logged
Pages: 1 ... 14 15 [16] 17 18 19