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News:

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

Poll

Would you like to see...

more frigates
- 6 (4.7%)
more destroyers
- 10 (7.8%)
more cruisers
- 40 (31%)
more weapons
- 43 (33.3%)
more lore/ information
- 17 (13.2%)
more portraits
- 7 (5.4%)
more little stuff, custom names etc.
- 6 (4.7%)

Total Members Voted: 128


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Author Topic: Antediluvians - Under Development - (Dev15)  (Read 234493 times)

WKOB

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Re: Antediluvians - Under Development - (Dev15)
« Reply #525 on: May 18, 2013, 05:09:32 AM »

This isn't really the place to discuss the balance of vanilla ship.
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peer

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Re: Antediluvians - Under Development - (Dev15)
« Reply #526 on: July 05, 2013, 07:36:30 AM »

Any update on how development is going? :)
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Erick Doe

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Re: Antediluvians - Under Development - (Dev15)
« Reply #527 on: July 07, 2013, 06:50:20 PM »

I honestly haven't worked on this for some time, peer.   :-X
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peer

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Re: Antediluvians - Under Development - (Dev15)
« Reply #528 on: July 08, 2013, 10:38:34 AM »

That's a shame, I think this is the most interesting faction from both a ship-design and story perspective.
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Erick Doe

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Re: Antediluvians - Under Development - (Dev15)
« Reply #529 on: July 08, 2013, 11:16:49 AM »

That's a shame, I think this is the most interesting faction from both a ship-design and story perspective.

Thanks!

Maybe some time in the future I'll pick up on this faction again.
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Shield

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Re: Antediluvians - Under Development - (Dev15)
« Reply #530 on: July 18, 2013, 09:12:16 AM »

That's a shame, I think this is the most interesting faction from both a ship-design and story perspective.

Thanks!

Maybe some time in the future I'll pick up on this faction again.

Need to give them some longer range weapons, vanilla weapons just tear them apart honestly
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HELMUT

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Re: Antediluvians - Under Development - (Dev15)
« Reply #531 on: July 18, 2013, 02:48:14 PM »

I recently tried to play a full Antediluvian campaign with Uomoz's Corvus mod. People seems to find them quite underpowered in comparison to other modded factions and so i tried to find the best way to play them.

Early game, they got it rough. Lone Antediluvians ship are pretty much meat for everything, including pirates. Without the rights hulls mods (Insulated Engine, Armored Weapon Mounts and Automated repair unit for the most important) they get crippled very fast and can't use their crazy firepower long enough to take down enemies. So it's always good to take a fighter wing, just for the frigate to not get focused, until you get more ships.

The thing is to build your fleet around the Persephone wing. At 3 FP, there is nothing in Corvus, point for point, that can stand against those monsters. Everything else just have to be a carrier, and the Oracle destroyer, at 9 FP is pretty cheap and can house 3 Persephones wings. Also it got a lot of small ballistics mounts to take down missiles and even jumping into the fray. The Galdeirus cruiser is also pretty good at 11 FP. Pretty much an upgraded Oracle. The Atol capital ship is work well too, lot of hangar space and an absurd amount of small ballistic mounts, a good idea for the Flagship.

For the weapons, i think the Antediluvian Extended turret is the best one. One of the big flaw of the Ante is the short range of their weapons which means they usually get kitted to death by faster ships. The extended turret got 575 range (and more with integrated targeting system), much more than the others and a 65 flux/second so you can unleash hell on enemies longer. I usually get ride of the missiles launchers to get more ordnance points. And you can already melt away ships in a matter of seconds anyway. For the energies mounts. I remove the Solons turrets and their massive flux buildup, and trade them with Gravitons beams. They cost less flux, got gigantic range and most importantly, slow down other vessels. The reflector could have been good if its turning speed wasn't so abysmal and as such, nearly never used by the AI.

So basically, get as much carrier you can, fill all your hangar with Persephones and grind to dust every fleets that dare to come too close. Antediluvians rely on number to force the AI to constantly switch target, ensuing the survival of your ships. And even in the worst scenario when one big ship get focused, it still got the Algae drive to flee. For the anecdote, in one of my battles against the Hegemony SDF, i got an overzealous Oracle who though it was a good idea to charge alone an Onslaught (with Kinetic guns fortunately) with its escort only to be greeted by a barrage of fire. Thanks to its Algae drive, it was able to run away, until the Persephones pack arrived to stomp everything.

I have yet to fight Uomoz's boss fleet. But honestly, i think it will be steamrolled as well. Persephones are strong enough to capture most strategic points at the beginning of the battle, which can let you bring more Persephones and the rest of your ships to swarm the screen.

So in conclusion, Antediluvians are a very difficult faction to start with because of their low tech ships. But once you reach end game level, you can make you enemies guns choke on the amount of Persephones on the map. Neutrinos in particular are very vulnerable to this tactic as their shields can't cover the entire ship, and their powerfuls guns can't focus every wings you throw at them.
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Erick Doe

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Re: Antediluvians - Under Development - (Dev15)
« Reply #532 on: August 17, 2013, 07:56:45 AM »

Thanks for the post Helmut!

Okay, since this is included in the Exerelin mod I'm going to continue working on Dev16.

Quick question (it has been a while): which value is the durability of the weapon again?

Quote
Antediluvian Pressure Turret,pressureturret,1,400,375,,35,,1,45,4,1200,,FRAGMENTATION,5.5,,0,0.10,1,,5,7.5,1,5,,600,,,10,PD,,,50

I feel that Antediluvian weapons are too easy to disable. Especially since they appear en masse on a small area of hull on Antediluvian ships.


I will also increase the range of Antediluvian weapons. Add a bit more armour to the ships (I actually decreased the amount of armour because of a scream for inbalance, when in fact reducing the armour rating made them horribly underpowered). And I'll finally add the Archon corvette.

Oh yes, and most importantly I'm still fixing the weapon arcs, since the 180 arcs confuse the AI.


BTW is anyone else having trouble with the "Exerelin" name? WTH is an exerelin anyway?  ???
« Last Edit: August 17, 2013, 08:06:33 AM by Erick Doe »
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Gotcha!

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Re: Antediluvians - Under Development - (Dev15)
« Reply #533 on: August 17, 2013, 12:08:00 PM »

I kept saying and writing ExeLeRin for a while. Made more sense to my brain. Seems fine now.
I'm sure it's not a nice word for dyslexics. :o

Exerelin is the star system's name.
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Vinya

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Re: Antediluvians - Under Development - (Dev15)
« Reply #534 on: August 17, 2013, 05:32:21 PM »

Really? I was thinking 'Zerellin' phonetically.
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If by "good guys" you mean "elitist regime that suppresses colonial independence and thrives off of an overwhelmingly deep gap in wealth between social classes," then yes.

HELMUT

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Re: Antediluvians - Under Development - (Dev15)
« Reply #535 on: October 20, 2013, 08:06:56 AM »

So Erick, when do you plan to update Antediluvians for 0.61? I miss my Persephones.
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Erick Doe

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Re: Antediluvians - Under Development - (Dev15)
« Reply #536 on: October 20, 2013, 08:09:45 AM »

That would take some effort. I'd rather work on the Zorg at the moment.
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NikolaiLev

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Re: Antediluvians - Under Development - (Dev15)
« Reply #537 on: October 20, 2013, 12:08:45 PM »

That would take some effort. I'd rather work on the Zorg at the moment.

I'm really enjoying Zorg so far.  However, I'd like to point out that Antediluvians is a UsS mod, so I feel it should get a mite more priority, perhaps.  I'd hate to see UsS go without our beloved seafarers for too long.
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Erick Doe

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Re: Antediluvians - Under Development - (Dev15)
« Reply #538 on: October 20, 2013, 01:16:44 PM »

That would take some effort. I'd rather work on the Zorg at the moment.

I'm really enjoying Zorg so far.  However, I'd like to point out that Antediluvians is a UsS mod, so I feel it should get a mite more priority, perhaps.  I'd hate to see UsS go without our beloved seafarers for too long.

Side note. Pretty sure you can run Zorg along with UsS.
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NikolaiLev

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Re: Antediluvians - Under Development - (Dev15)
« Reply #539 on: October 20, 2013, 05:48:14 PM »

That would take some effort. I'd rather work on the Zorg at the moment.

I'm really enjoying Zorg so far.  However, I'd like to point out that Antediluvians is a UsS mod, so I feel it should get a mite more priority, perhaps.  I'd hate to see UsS go without our beloved seafarers for too long.

Side note. Pretty sure you can run Zorg along with UsS.

Oh, I'm aware.  But Zorg doesn't replace Antediluvians; that's what I really want. 
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