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Author Topic: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)  (Read 381234 times)

Sirin

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Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
« Reply #240 on: December 21, 2022, 05:29:59 PM »

pretty cool
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Bulletkin

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Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
« Reply #241 on: January 30, 2023, 09:16:35 AM »

This... Might be a dumb suggestion.

I sort of miss the Rebellion's heavy maneuvering jets, mainly because the AI (at least in my game) has a hard time working with the current ship system. A possible solution could be to simply remove it from one of the existing rebellion variants (perhaps to make the mod rebellion seem more special?), but a more reasonable one would be to simply put together a third (early/prototype/refit?) variant. This might be a tad much, and it hinges on if you think the Rebellion's special enough to give another variant to.

While I'm not sure how to put flattery in without it sounding insincere and existing exclusively to increase the chances of my suggestion being thrown in, excellent mod. Loving the most recent update!
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...From Mother's hands, we go. We'll be sailing to the sun 'till the voyage is done, then we'll be sleeping in the cold below~

CABLES

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Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
« Reply #242 on: February 07, 2023, 02:24:16 AM »

the AI (at least in my game) has a hard time working with the current ship system.

rebellion's shipsystem is absurdly good. makes it damn near unkillable with an aggressive officer while also putting out 60 dp worth of single target damage AND incidental damage to any ships that happen to be near the blast zone. if built right, your officer will spam the hell out of the system and reset the ship's flux constantly while also spiking its DPS beforehand.

my build is something like this:

skills
elite systems expertise, for more spam and -25% overload duration (this is essential)
missile spec, to get as much value as possible out of the two large slots
elite field modulation, for passive hardflux venting with shields up
polarized armor. see the Get Silly With It section for a great argument on making this skill elite over field mod
impact mitigation, cuz it'll have to armor tank while overloaded. potentially interchangeable with field modulation depending on your preferences
gunnery implants/ballistic mastery/whatever your favorite underused skill is, it don't matter that much

hullmods
itu aside, heavy armor and stabilized shields are really the only two big ones you need to consider. stabilized gets you something like 20 vents for 15 OP -- its great on basically every fed ship since they tend to have crappy shield upkeep -- and heavy armor helps mitigate the inevitable missile spam when the ship overloads.

beyond that, ECCM and expanded missile racks are solid too, the latter potentially allowing you to free up a skill slot if you don't have the skill that gives you +1 level and +1 elite skill on your officers.

guns
for ballistics, you're probably going to want HACS in the mediums and mk9s in the larges. mjolnir is good too, especially if you're using the Get Silly With It build. the missiles are interesting in that proxy charge launchers work surprisingly well in the medium mounts, but I prefer harpoons for reliability. use your favorite finisher missile in the larges. hammer barrage is great there and lets the ship burst down capitals without having to slug it out for too long, but I've been running the large mount harpoons from High Tech Expansion and can make no complaints there.

get silly with it
now, I've sorta been overselling the ship here, because if you really want to break it, you have to combine two More Hullmods hullmods: flux booster and emergency venting system. EVS reduces overloads to 2s then immediately begins active venting once the overload is done, while flux booster gives a 25% bonus to vent speed and a speed boost while venting. add RFC to that for an additional 12.5% vent speed (reduced w/ flux booster) and the ship suddenly has a virtually infinitely refillable flux pool to draw from, allowing you to fit stupid *** like four mjolnirs or whatever and still never flux out. it's awesome. you do have to build in heavy armor to afford all of these hullmods but goddamn, this ship is totally worth doing it on.

also, if you have prv installed, arcfault ejector boosts the speed (and therefore range) of the shipsystem's energy blasts while also providing yet another vent speed bonus, iirc.
« Last Edit: February 07, 2023, 12:17:26 PM by CABLES »
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Bulletkin

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Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
« Reply #243 on: February 07, 2023, 03:55:22 PM »

the AI (at least in my game) has a hard time working with the current ship system.
[A whole lot of smart person stuff]

Thanks, friend! I'll try it out when I get the chance!
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...From Mother's hands, we go. We'll be sailing to the sun 'till the voyage is done, then we'll be sleeping in the cold below~

OhFluxIt

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Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
« Reply #244 on: February 26, 2023, 10:49:31 PM »

Any plans for the Lanius? As I'd love to have their ships in the game, less crew capacity due to reduced oxygen. As well as exotic weapons (which I am sad FTL only gave crystals their own exotic weapon line) such as DoT missiles loaded with nanites that will eat through hull but are useless against shields, and will continue to do damage even if they shield back. As that is what Lanius do, eat metal.
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darkwarrior1000

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Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
« Reply #245 on: March 03, 2023, 11:40:47 PM »

Just a general inquiry for everyone here: do you see the pirate versions of the bell and invader in pirate fleets often? I've never seen the pirate invader and have seen the pirate bell only once, but see the pirate cormorant every now and then. I'm wondering if this issue is one I'm having due to my modlist or if it's intended since I've seen all 3 variants as derelicts so I know they can appear in the game.
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yajusenpai

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Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
« Reply #246 on: March 18, 2023, 05:24:27 AM »

Is the Dorito suppose to run away in the A Dragon Reborn Quest?
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Oni

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Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
« Reply #247 on: March 25, 2023, 12:23:28 AM »

I've started running into an odd bug in my most recent run where my flagship has all of it's weapons lose all their range (range indicators disappear, ballistics and energy weapons seem to fire but no projectiles emerge, missiles explode after leaving the tube... those green shields bigger FED ships have is permanently broken the entire fight as if it'd taken too much damage).

I'm only posting this here because I've only noticed it on FED ships so far, the only ones I've flown so far this game, probably not this mod but I thought I'd check first to see if any one else has seen this before I try puzzling it out from my multitude of other loaded mods.
« Last Edit: March 25, 2023, 10:46:53 AM by Oni »
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Spud_Johnson

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Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
« Reply #248 on: March 25, 2023, 06:32:24 AM »

The Calvacade is still refered to as the pelican in the codex.

also I know that the accordant and the Union are based off of the federation fleet ships from ftl, but i'd kinda like to know which ones respectivley, as both sprites could work for each. also what was the inspiration for the resolute? it doesn't look remotely like anything from ftl (asthetics aside).

last thing, I think it would be kinda cool to have admrial tully be a character you can interact with on scaria. it doesn't have to be much, just a name and/or portrait.

Overall this is my favorite faction mod, outshining the UAF, Scalar tech tolutions, Diable Avionincs, and all the others. The Emerillion/Magnellion is really fun to use.
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FasterThanSleepyfish

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Re: [0.95.1a] The Star Federation v0.99-RC2 - Inspired by FTL (4/25/2023)
« Reply #249 on: April 25, 2023, 10:49:58 PM »

Just a general inquiry for everyone here: do you see the pirate versions of the bell and invader in pirate fleets often?

Rare, but they are usually pretty good! I don't see them too often, but they are diluted by pirate content from mods like Underworld and Torchships.

Is the Dorito suppose to run away in the A Dragon Reborn Quest?

They do if you use overwhelming DP/FP fleets... but that's on me for not making it an Automated Defense encounter. The Magiclib flag for no_retreat doesn't seem to work.  :(

I've started running into an odd bug... I'm only posting this here because I've only noticed it on FED ships so far.

Ough, that sounds like a doozy. I'm not sure how that could happen - video proof and a mod list would help a lot, I believe.

Overall this is my favorite faction mod, outshining the UAF, Scalar tech tolutions, Diable Avionincs, and all the others. The Emerillion/Magnellion is really fun to use.

Thanks!! I always have dreams about what the mod could be, but I ain't a good modder haha. Perhaps one day someone will pick it up for the better? Also: the Resolute was initially done by FlyingFlip as a ship representing the "concept" art of the Kestrel from early FTL prototypes. It's neat!
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FasterThanSleepyfish

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Re: [0.95.1a] The Star Federation v0.99-RC3 - Inspired by FTL (4/25/2023)
« Reply #250 on: April 25, 2023, 10:54:07 PM »

Heeey gentleladies, lads and lovely folk: Update time! And thank you for all your kind words! Hard to find time and energy to mod these days, but it's coming along at least.



So much has changed! I didn't keep the best track of it...
THE STAR FEDERATION

VERSION 0.99 by Sleepyfish (and friends)

BREAKS 0.98 SAVES, BE CAREFUL!

==========RC3===========
   
-Accordant-class Battlecruiser
   -Speed reduced from 70 -> 60
   -OP reduced from 300 -> 280
   -Capacity reduced from 20000 to 18000
-Union-class Battlecruiser
   -Changed mounts, only small energies are in plenty!
   -OP reduced from 285 -> 275
   -Hull/armor increased to 11000/1100
   -Deja vu?
-Resolute-class Battleship
   -Fixed an HE invulnerability bug
-Calvacade-class Battlecarrier
   -Speed increased from 45 -> 50
-Osprey-class Crusier
   -Shield efficiency reduced from 0.7 -> 0.8

-Hull Beam (all sizes)
   -Increased HE arc damage by 25%
-Glaive/Halberd Beam
   -Damage increased by ~10% all around
   -EMP component re-added
-Ion Flooder
   -Range reduced from 800 -> 750
   -Flux/shot 700 -> 880
-Artemis Array
   -Increased ammo to 32
   -Reduced cooldown to 6 seconds
-Artemis Launcher
   -Cooldown reduced to 12 seconds
-Pitch/Chisel/Carver
   -Reduced damage by 25%
-Light Overcharger
   -Flux and damage nerfed by 10%
   -Gains like 5% more ammo/second wow


==========RC2===========

-Accordant-class Battlecruiser
   -Increased speed from 60 -> 70,
   -Accel/decel increased from ~25% to ~40% of top speed/sec
   -Shield upkeep reduced from 0.4->0.3
   -Increased HP/Armor from 10000/1100 -> 12000/1200
-Union-class Battlecarrier
   -Dissipation reduced from 750 -> 700
   -Shield upkeep reduced from 0.4 -> 0.3
   -Shield efficiency increased 0.8 -> 0.7
   -Shield arc changed from 300 Frontal to 180 Omni
   -Weapon arcs changed to prefer a broadside
-Resolute-class Battleship
   -Fixed Auxiliary shield not removing HE resistence debuff
   -Dissipation increased from 650 -> 700
-Osprey-class Cruiser
   -Increased dissipation from 750 -> 800
   -Increased shield efficiency from 0.8 -> 0.7
-Jager-class Crusier
   -Fixed spelling error that prevented ZOLTAN shield effects
-Nesasio
   -Added Federation Construction hullmod (oops)
   -Added Integrated Burst Capacitors
-Stormwalker
   -Added Integrated Burst Capacitors
-Polyp
   -Added Integrated Burst Capacitors

-Interdictor Device
   -Added charges, second charge unlocks with System Expertise
   -Recharge rate slowed to 1 per 20 seconds (previously 1 per 16)

-Volley Fire shipsystem
   -Uptime reduced from 5 to 1.5
   -Cooldown increase from 14 -> 17.5

-Mooneye MRM missiles
   -HP reduced to 100/missile
   -Ammo counts reduced by roughly 20% or more.
-Dace MRM missiles
   -HP reduced to 200/missile
   -Ammo counts reduced by roughly 15% or more.
-Artemis torpedoes
   -Reduced ammo by one volley per launcher.

==========RC1===========

-Accordant-class Battlecruiser
   -Improved with custom Interdictor Device ship system
      -Custom EMP arcs come from emitters on ship
      -Should work more consistently than vanilla Interdictor
      -Fires out 2x2000 and 2x1000 EMP arcs at things that have no engines
-Jager-class Cruiser
   -Granted ZOLTAN shield module
   -Removed ECM hullmod
   -Added missing turret points on the sprite
-Additional descriptions fixed

=======PREVIEW 4=========

-Truly resolved the semi-rare "alpha" crash, thanks to SirBucketKicker on discord!

-MOST SHIPS HAVE FRONTAL SHIELDS
   -Adjusted many stats all around now that they have "bad" shields
-Rebellion-class Battleship
   -Increased projectiles from 180 -> 200 min, 360 -> 400 max
   -System overload infliction increased from 0 -> 4 sec min, 10 -> 12 sec max
-Accordant-class Battlecruiser
   -Speed increased to 60
   -System is now "Interdictor Array" to help pin down enemy ships
   -Removed built in Devastator, reverted to additional large energy mount
-Coordinated Strike system
   -Allowed zero-flux boost to function during system activation.
-Micromissile Forge system
   -Timers now need missing ammo to count down
   -Each timer only checks ammo counts for the missile damage range it affects
   -The 20% replenishment effect now uses base ammo, not modified ammo.
-Emerillion/Magenillion
   -Greatly increased recoil stats on the main weapons
   -Gave ~20% more flux stats overall
   -DP from 16 -> 18.
-Description/text changes continued
-As always, probably some more stuff slipped by


=======PREVIEW 3=========

-Properly redid shield color changes, value precautions are not relied upon.
-Fixed Jager shipsystem not removing buffs
-Fixed superbright shields for all Federation ships
-Nerfed Glaive beam w/ slightly higher flux generation
-Increased duration of all Hull beams by 0.2 seconds
-Increased cooldown of Ion Flooder by 0.7 seconds
-Maybe some other changes, but mostly focused on the shield crash.


=======PREVIEW 2=========

-Buffed Union shields from 1.0 to 0.8
-Fiddled with shield code, hopefully solves the bad RGB thing.
   -Never happens to me...! :(
-Now uses JRE7 (icky gross)
-Maybe some other things I forgot?

========WEAPONS==========
   
   -Added several new missile weapons, poor tracking but funny arcing damage.
      -Mooneye MRM - kinetic missile in S/M/L.
      -Dace MRM - HE missile with a minor HE arc effect in S/M.
            -Barracuda - Slow frag torpedo with big shock. BEEG SHOCK FOR MADAME.
      -Red Drum - HE torp, superheavy Dace kinda?
      -Swarm Battery got stronger but has limited ammo.

   -Beam changes, nerfs
      -Hull beams are frag with HE arcs
      -Glaive/Halberd damage nerfs, now pierce small things
      -New sounds all around
   
   -Removed a lot of itty bitty EMP values floating around various weapons.

=========SHIPS===========

   -Wayyy too many changes overall
      -Balances, revisions, ect. Some notable ones below.
   -Resolute got big guns, big armor, big slow.
   -Accordant got wings clipped
   -Rebellion got slightly nerfed ship system
   -Perserverance got huge buff in nearly every department, costs more DP.
   -Major Jager rework, new missile buffing ship system

   -Fleet and ZOLTAN shields now give ships immunity to most damage
      -A green glow appears when a ship is "protected"

   -Federation station got more modules overall, variant work done.

   -Hopefully frigates seem better while everything else is moving sideways at most.
   

========HULLMODS=========
   
   -Federation Design got a tooltip fancy overhaul
      -Provides modest 100 range bonus to energy weapons
      -Provides Cruise Engines to all ships
   -Heavy Burst Capacitors/Integrated Burst Capacitors
      -No longer provides range
      -Chunky 30% more damage, -30% firerate.

========GENERAL==========
   
   -Huge description update in progress
      -Many thanks to friendly USC folks like CABLES and Wisp for editing help!
   -Scaria has a custom sprite, is terran eccentric
   -New weapon sounds sourced and modified from Muse, as per terms of use.
   -I probably forgor (skull emoji)
[close]

Download in the main post!
« Last Edit: April 25, 2023, 10:56:42 PM by FasterThanSleepyfish »
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Guardsmen83

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Re: [0.95.1a] The Star Federation v0.99-RC3 - Inspired by FTL (4/25/2023)
« Reply #251 on: May 01, 2023, 02:32:37 PM »

looks real good
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NasaBrindle

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Re: [0.95.1a] The Star Federation v0.99-RC3 - Inspired by FTL (4/25/2023)
« Reply #252 on: May 01, 2023, 08:02:18 PM »

I picked the right time to try this mod out! Thoughts so far:

-Everything looks beautiful
-Shrinking shields is very cute
-Love the noise the enhanced-launch makes as my whole fleet comes in with a thunderclap.

Overall ships seem balanced without being broken! Excited to try the larger ships out as soon as I get my mitts on a pristine nanoforge...

UPDATE: The "Perseverance" has limited utility as a fleet shield and INCREDIBLE power as a missile shield. Simply fly up to an enemy and unload once they're within the shield- all of their flak is neutralized, allowing the missiles to impact every time. There doesn't seem to be anyone who can argue with this strategy!
« Last Edit: May 03, 2023, 04:15:42 AM by NasaBrindle »
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Spud_Johnson

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Re: [0.95.1a] The Star Federation v0.99-RC3 - Inspired by FTL (4/25/2023)
« Reply #253 on: May 04, 2023, 09:44:02 AM »

you left out the Daptrius on the image that shows all the ships
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daringduck

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Re: [0.95.1a] The Star Federation v0.99-RC3 - Inspired by FTL (4/25/2023)
« Reply #254 on: May 06, 2023, 03:02:11 AM »

The download to github shows a "Not Found" page.
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