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Author Topic: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)  (Read 374187 times)

Astrefernal

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Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
« Reply #300 on: March 10, 2024, 07:54:46 AM »

This make 9 out of 21 baseline combats ships that do not benefit from their faction weaponry one way or another.
And it's bugging me...
Seems as though there are (choose only one) two short-term solutions to resolve the issue:

1. Change the 'BALLISTIC' mounts in the affected .ship files to 'HYBRID'.

2. Edit the .wpn files, i.e. add "mountTypeOverride": "HYBRID" to said files.

Having said that, the above is not thoroughly tested for any possible consequences.

Hum... Did not thought about doing that... Did not knew I could do that...

Thanks.

EDIT : Did it ! Even found how to change the front shield of the Kestrel into an omnishield !
« Last Edit: March 11, 2024, 05:52:15 PM by Astrefernal »
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digitalizedMind

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Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
« Reply #301 on: March 21, 2024, 01:14:08 PM »

I can't deny this mod has good sprites/audio and creative mechanics, but I can't enjoy it because the shield piercing weapons makes them not fun to fight (as a casual high-tech main).

I originally downloaded an older version of the mod because I wanted to play with the omega boss it adds, only to get my high tech fleet absolutely steamrolled by the shield-piercing missiles. Yes i'm sure it was the missiles that were the problem, my monitor flamed out in like 2 hits and died in 8 despite fortress shield being on. Savescummed and retried the battle a few times, still couldn't beat it despite no bonus XP due to battle difficulty so I assumed the mod was busted and uninstalled. Months later I had an argument on discord, one guy couldn't handle the fact I have a different opinion than him and resorted to insulting me to cope, some other guy suggested I was playing an older version of the mod so I reinstalled and experimented with the console mod.

I still believe it's absurd how quickly the large missiles can kill frigates with good shields, like a hyperion or a monitor. You could argue they're frigates and could just dodge them, but if they flame out to say a claw fighter or ion beam arc, there's nothing they can do besides die in like 4 barracuda hits regardless of effective shield HP.

They're also a massive threat to Paragons once their armor is down, since 1000 frag damage ain't exactly small. Especially when paragon's method of countering burst damage (fortress shield) doesn't save it, and it's weapons have far less range than the barracuda. You can literally solo the sim paragon with just a barracuda. If this isn't broken, I don't know what is. Nothing in vanilla has shield piercing arcs this strong, besides Ziggy motes, but that's a lategame boss not your average cruiser. Discord has also argued sim battles "don't mean anything", not only is that straight up wrong depending on how you use the sim, but outside of a sim battle meant to test something you won't have one weapon and unused OP on a cruiser.

Not to mention there are also modded high tech ships that may have bad speed and armor, making them even more vulnerable to shield piercing torpedoes. For example, the Arachne-class advanced destroyer from Ship/Weapon Pack. Made of dollar-store quality tin foil as most high tech destroyers, it relies on advanced targeting core to not melt immediately. Barracudas turn it into a joke.

Keep in mind I'm not biased against strong faction mods. I downloaded the Hiver mod because I wanted a stronger enemy to fight, and I didn't uninstall it because they're fun to fight. Their weapons are intentionally overpowered, they are a challenge, but they don't cheese high tech fleets.

If shield pierce was fully removed from this mod then I would probably fall in love with it, but I prefer high tech fleets stay viable in my runs. But honestly I'm not expecting any changes at all, it seems unnecessary because I'm the only person who holds this opinion somehow. I just wanted to put this somewhere because people on discord seems to lose their mind when I complain about something that ignores shields being a problem for ships that rely on shields as a primary defense.
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Astrefernal

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Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
« Reply #302 on: March 22, 2024, 06:15:28 AM »

I can't deny this mod has good sprites/audio and creative mechanics, but I can't enjoy it because the shield piercing weapons makes them not fun to fight (as a casual high-tech main).

I originally downloaded an older version of the mod because I wanted to play with the omega boss it adds, only to get my high tech fleet absolutely steamrolled by the shield-piercing missiles. Yes i'm sure it was the missiles that were the problem, my monitor flamed out in like 2 hits and died in 8 despite fortress shield being on. Savescummed and retried the battle a few times, still couldn't beat it despite no bonus XP due to battle difficulty so I assumed the mod was busted and uninstalled. Months later I had an argument on discord, one guy couldn't handle the fact I have a different opinion than him and resorted to insulting me to cope, some other guy suggested I was playing an older version of the mod so I reinstalled and experimented with the console mod.

I still believe it's absurd how quickly the large missiles can kill frigates with good shields, like a hyperion or a monitor. You could argue they're frigates and could just dodge them, but if they flame out to say a claw fighter or ion beam arc, there's nothing they can do besides die in like 4 barracuda hits regardless of effective shield HP.

They're also a massive threat to Paragons once their armor is down, since 1000 frag damage ain't exactly small. Especially when paragon's method of countering burst damage (fortress shield) doesn't save it, and it's weapons have far less range than the barracuda. You can literally solo the sim paragon with just a barracuda. If this isn't broken, I don't know what is. Nothing in vanilla has shield piercing arcs this strong, besides Ziggy motes, but that's a lategame boss not your average cruiser. Discord has also argued sim battles "don't mean anything", not only is that straight up wrong depending on how you use the sim, but outside of a sim battle meant to test something you won't have one weapon and unused OP on a cruiser.

Not to mention there are also modded high tech ships that may have bad speed and armor, making them even more vulnerable to shield piercing torpedoes. For example, the Arachne-class advanced destroyer from Ship/Weapon Pack. Made of dollar-store quality tin foil as most high tech destroyers, it relies on advanced targeting core to not melt immediately. Barracudas turn it into a joke.

Keep in mind I'm not biased against strong faction mods. I downloaded the Hiver mod because I wanted a stronger enemy to fight, and I didn't uninstall it because they're fun to fight. Their weapons are intentionally overpowered, they are a challenge, but they don't cheese high tech fleets.

If shield pierce was fully removed from this mod then I would probably fall in love with it, but I prefer high tech fleets stay viable in my runs. But honestly I'm not expecting any changes at all, it seems unnecessary because I'm the only person who holds this opinion somehow. I just wanted to put this somewhere because people on discord seems to lose their mind when I complain about something that ignores shields being a problem for ships that rely on shields as a primary defense.

I haven't fought the Omega Boss in a while, but I think all it's weapons are Omega Weapons, wich are OP and/or shield piercing to begin with.

The large missiles killing frigate with good shields ? They are LARGE MISSILES. And them being OP with Ion weapons/fighters just mean they synergised well together.

The Star Fed is not an OP faction. From my experience, once they are invaded, they tend to fall fast. Not LC fast, but fast non the less. They may have good weapons, but their ships are not that tough besides a few outliers.

If the missiles are that much of a problem, I can only advise to either not use the mod or invest in point defense.

One question though : Do you use Star Fed weapons yourself since you play High Tech ? Because I'd though you would be glad to use them.
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evilphish

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Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
« Reply #303 on: March 22, 2024, 06:31:39 AM »

Is anyone using this with 0.97? Any incompatibilities or does it work fine after changing the version number in modinfo?
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Astrefernal

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Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
« Reply #304 on: March 22, 2024, 07:14:11 AM »

Is anyone using this with 0.97? Any incompatibilities or does it work fine after changing the version number in modinfo?

Work fine for me.
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Angelbird

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Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
« Reply #305 on: April 01, 2024, 12:41:17 AM »

stuff

Generally speaking, harping on about some disagreement you had in another subsection of the community about another user does little for your credibility. It's also generally frowned upon in any circumstance to make long-winded posts about how you were wronged by others because of some disagreement in opinion.

That being said, the fortress shields disable all weapons, including point defense, from firing. In the case where the AI was facing you, it was using Omega weapons which are extremely powerful. When you were facing the AI, it didn't understand how to react to the missile in question because it needs to be shot down by PD, but the AI sees a torpedo and pops fortress. I believe these two factors have strongly biased your viewpoint.

Monitors and paragons aren't gonna be able to facetank a shield piercing shot with their fortress shields up and guns down. I welcome this weapon because high tech tanks like the above are very stale. I understand the frustration from feeling like this faction has hardcounters to your playstyle. It's your choice to use whatever mods you wish. But perhaps consider whether your playstyle is so strong because it's an outlier that lacks effective counters and relies on ships that have outsized performance for their DP as a result, and you've come across a weapon that challenges this expectation.

I'd urge you to give this another try, using an escort Omen with an officer and modifications for the sake of maximizing its ability uptime and range for point defense needs. It should be able to disable any missiles fired with ease.

Anyways
I created a forum account and popped in to ask whether sleepyfish intends to publish this mod with any changes during 0.97, or if it's going to remain unupdated or otherwise just get a version update this patch cycle.
« Last Edit: April 01, 2024, 12:44:12 AM by Angelbird »
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cake

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Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
« Reply #306 on: April 03, 2024, 03:59:59 PM »

I can't deny this mod has good sprites/audio and creative mechanics, but I can't enjoy it because the shield piercing weapons makes them not fun to fight (as a casual high-tech main).

I originally downloaded an older version of the mod because I wanted to play with the omega boss it adds, only to get my high tech fleet absolutely steamrolled by the shield-piercing missiles. Yes i'm sure it was the missiles that were the problem, my monitor flamed out in like 2 hits and died in 8 despite fortress shield being on. Savescummed and retried the battle a few times, still couldn't beat it despite no bonus XP due to battle difficulty so I assumed the mod was busted and uninstalled. Months later I had an argument on discord, one guy couldn't handle the fact I have a different opinion than him and resorted to insulting me to cope, some other guy suggested I was playing an older version of the mod so I reinstalled and experimented with the console mod.

I still believe it's absurd how quickly the large missiles can kill frigates with good shields, like a hyperion or a monitor. You could argue they're frigates and could just dodge them, but if they flame out to say a claw fighter or ion beam arc, there's nothing they can do besides die in like 4 barracuda hits regardless of effective shield HP.

They're also a massive threat to Paragons once their armor is down, since 1000 frag damage ain't exactly small. Especially when paragon's method of countering burst damage (fortress shield) doesn't save it, and it's weapons have far less range than the barracuda. You can literally solo the sim paragon with just a barracuda. If this isn't broken, I don't know what is. Nothing in vanilla has shield piercing arcs this strong, besides Ziggy motes, but that's a lategame boss not your average cruiser. Discord has also argued sim battles "don't mean anything", not only is that straight up wrong depending on how you use the sim, but outside of a sim battle meant to test something you won't have one weapon and unused OP on a cruiser.

Not to mention there are also modded high tech ships that may have bad speed and armor, making them even more vulnerable to shield piercing torpedoes. For example, the Arachne-class advanced destroyer from Ship/Weapon Pack. Made of dollar-store quality tin foil as most high tech destroyers, it relies on advanced targeting core to not melt immediately. Barracudas turn it into a joke.

Keep in mind I'm not biased against strong faction mods. I downloaded the Hiver mod because I wanted a stronger enemy to fight, and I didn't uninstall it because they're fun to fight. Their weapons are intentionally overpowered, they are a challenge, but they don't cheese high tech fleets.

If shield pierce was fully removed from this mod then I would probably fall in love with it, but I prefer high tech fleets stay viable in my runs. But honestly I'm not expecting any changes at all, it seems unnecessary because I'm the only person who holds this opinion somehow. I just wanted to put this somewhere because people on discord seems to lose their mind when I complain about something that ignores shields being a problem for ships that rely on shields as a primary defense.
honestly I struggle to make a response other than "git gud" but to some extent that's the response. a lone monitor cannot survive in an enemy fleet, and you shouldn't expect it to, star fed actually counters itself pretty well, especially with the missiles, but in many of my star fed playthroughs, I never had an issue with defectors. the reason? point defense. a good fit ship will not be hardcountered by star fed missiles, and a paragon just laughs them off if it's properly fitted, and supported. this is why you test fleets and practice. reminder that shield penetration is a vanilla mechanic, and star fed, if anything, is slightly undertuned
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CmrTachanka

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Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
« Reply #307 on: April 07, 2024, 01:26:21 PM »

stuff

Generally speaking, harping on about some disagreement you had in another subsection of the community about another user does little for your credibility. It's also generally frowned upon in any circumstance to make long-winded posts about how you were wronged by others because of some disagreement in opinion.

That being said, the fortress shields disable all weapons, including point defense, from firing. In the case where the AI was facing you, it was using Omega weapons which are extremely powerful. When you were facing the AI, it didn't understand how to react to the missile in question because it needs to be shot down by PD, but the AI sees a torpedo and pops fortress. I believe these two factors have strongly biased your viewpoint.

Monitors and paragons aren't gonna be able to facetank a shield piercing shot with their fortress shields up and guns down. I welcome this weapon because high tech tanks like the above are very stale. I understand the frustration from feeling like this faction has hardcounters to your playstyle. It's your choice to use whatever mods you wish. But perhaps consider whether your playstyle is so strong because it's an outlier that lacks effective counters and relies on ships that have outsized performance for their DP as a result, and you've come across a weapon that challenges this expectation.

I'd urge you to give this another try, using an escort Omen with an officer and modifications for the sake of maximizing its ability uptime and range for point defense needs. It should be able to disable any missiles fired with ease.

Anyways
I created a forum account and popped in to ask whether sleepyfish intends to publish this mod with any changes during 0.97, or if it's going to remain unupdated or otherwise just get a version update this patch cycle.

On the Unofficial Starsector Discord, Sleepy is currently working on sprites for the new Starfed update, along with reworking some ships.
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willthefunperson

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The Perseverance's fleet shield appears to not work alongside phase ships. Phase ships are unable to unphase while inside the shield, and under AI control seem to avoid it completely. This is a problem with a friendly grendel specifically.
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AdamLegend

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Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
« Reply #309 on: August 11, 2024, 03:10:09 PM »

Hoping this gets updated for 0.97 eventually. Also it would be awesome if the Star Fed inhabited 2 - 3 systems, rather than have all four planets in just one system. Makes it more engaging since you can have pirates or independents in some of those systems too
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Generic_Scout

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Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
« Reply #310 on: August 19, 2024, 10:54:17 AM »

This mod seems a little weaker than vanilla. Autofits on the capital ships usually weren't really able to defeat an onslaught.

The Rebel final boss capitalship was strong enough to win, but lacked the speed and range to actually finish the Onslaught off.

Was rather disappointed in the artillery beam. It can bypass shields but is so slow firing, and weak that you'd have to mass many of them to get anything done. I can only imagine them being used to counter something like a Monitor.

The ships do look nice however.
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N3N

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Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
« Reply #311 on: September 14, 2024, 02:38:40 PM »

Thanks for being patient, and I'm sorry it's not ready in time for the update. You can go ahead and use the current version by changing the version line in mod_info.json, but be advised this next update will break saves.

Is there a rough release date for the next update?

And take your time, your health comes first. I wish you the best.
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Loyso

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Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
« Reply #312 on: October 10, 2024, 07:38:30 PM »

I can't deny this mod has good sprites/audio and creative mechanics, but I can't enjoy it because the shield piercing weapons makes them not fun to fight (as a casual high-tech main).

I originally downloaded an older version of the mod because I wanted to play with the omega boss it adds, only to get my high tech fleet absolutely steamrolled by the shield-piercing missiles. Yes i'm sure it was the missiles that were the problem, my monitor flamed out in like 2 hits and died in 8 despite fortress shield being on. Savescummed and retried the battle a few times, still couldn't beat it despite no bonus XP due to battle difficulty so I assumed the mod was busted and uninstalled. Months later I had an argument on discord, one guy couldn't handle the fact I have a different opinion than him and resorted to insulting me to cope, some other guy suggested I was playing an older version of the mod so I reinstalled and experimented with the console mod.

I still believe it's absurd how quickly the large missiles can kill frigates with good shields, like a hyperion or a monitor. You could argue they're frigates and could just dodge them, but if they flame out to say a claw fighter or ion beam arc, there's nothing they can do besides die in like 4 barracuda hits regardless of effective shield HP.

They're also a massive threat to Paragons once their armor is down, since 1000 frag damage ain't exactly small. Especially when paragon's method of countering burst damage (fortress shield) doesn't save it, and it's weapons have far less range than the barracuda. You can literally solo the sim paragon with just a barracuda. If this isn't broken, I don't know what is. Nothing in vanilla has shield piercing arcs this strong, besides Ziggy motes, but that's a lategame boss not your average cruiser. Discord has also argued sim battles "don't mean anything", not only is that straight up wrong depending on how you use the sim, but outside of a sim battle meant to test something you won't have one weapon and unused OP on a cruiser.

Not to mention there are also modded high tech ships that may have bad speed and armor, making them even more vulnerable to shield piercing torpedoes. For example, the Arachne-class advanced destroyer from Ship/Weapon Pack. Made of dollar-store quality tin foil as most high tech destroyers, it relies on advanced targeting core to not melt immediately. Barracudas turn it into a joke.

Keep in mind I'm not biased against strong faction mods. I downloaded the Hiver mod because I wanted a stronger enemy to fight, and I didn't uninstall it because they're fun to fight. Their weapons are intentionally overpowered, they are a challenge, but they don't cheese high tech fleets.

If shield pierce was fully removed from this mod then I would probably fall in love with it, but I prefer high tech fleets stay viable in my runs. But honestly I'm not expecting any changes at all, it seems unnecessary because I'm the only person who holds this opinion somehow. I just wanted to put this somewhere because people on discord seems to lose their mind when I complain about something that ignores shields being a problem for ships that rely on shields as a primary defense.

This mod seems a little weaker than vanilla. Autofits on the capital ships usually weren't really able to defeat an onslaught.

The Rebel final boss capitalship was strong enough to win, but lacked the speed and range to actually finish the Onslaught off.

Was rather disappointed in the artillery beam. It can bypass shields but is so slow firing, and weak that you'd have to mass many of them to get anything done. I can only imagine them being used to counter something like a Monitor.

The ships do look nice however.

You two should kiss or something...
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ArbitorDes

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Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
« Reply #313 on: November 19, 2024, 07:06:28 PM »

Please I'm begging, any news on an update to 0.97?
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