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

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Author Topic: [0.98a] Sunrider 0.7.4 update: Prototype's Rejuvenescence and playable Ryders  (Read 147919 times)

Alex_Sans

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0.6.1c patch:
Halved the frequency of ryder sell and usage by factions.

Fixed various turret mounts (thanks for letting me know about the issue, IncogLyno).


edit:
0.6.1d patch:
Fixed an error in Vows of the Cosmos if Dawn Given-to-god is the chosen guest.
« Last Edit: March 19, 2025, 02:16:45 AM by Alex_Sans »
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diremage

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Started a new run last week just so I could see what the other carrier was about that I missed on my first playthrough :p And honestly...I'm kind of not seeing that it's worth 4000+ crew and 100 dp. Sure, it's got a lot of guns, but it's so slow that other ships can just keep it at range. The player is going to already have the Sunrider, and between the Sunrider and the Monty that's 190 deployment points, which doesn't leave much for support ships. It's true that it has a massive swarm of fighters, but also true that its replenishment rate tends to drop quite a lot and by halfway through a battle, all its fighters are dead and not really coming back.

Testing it, I stuck it against a pair of Onslaughts and a destroyer in the sim on AI....and it lost. Because, again, player is already going to be in Sunrider which is honestly way more fun to run around in anyway. It's true that onslaughts have a ton of flak and might be strong against this ship in particular, but I don't think that's especially uncommon.

Also, it's got a million hardpoints but even with 400 outfit points I wasn't able to fit guns to everything. I guess I'm supposed to just backfill with mining lasers and 0-point green whatevers?

Suggest reducing 4 of the heavy cannon mounts to mediums and/or switching some of them to composite mounts. Related, I'm a lot happier with the saviors / big saviors / ceran saviors when I drop their flux use by like half. They're rare, hard to acquire guns; it's ok if they're an upgrade to autocannons.

Something like

    {
      "id": "WS0003",
      "size": "MEDIUM",
      "type": "COMPOSITE",
      "mount": "TURRET",
      "arc": 165,
      "angle": 50,
      "locations": [188.5, 61.5],
      "renderOrderMod": 7
    },
    {
      "id": "WS0004",
      "size": "MEDIUM",
      "type": "COMPOSITE",
      "mount": "TURRET",
      "arc": 165,
      "angle": -50,
      "locations": [188.5, -61.5],
      "renderOrderMod": 7
    },...
    {
      "id": "WS0009",
      "size": "MEDIUM",
      "type": "COMPOSITE",
      "mount": "TURRET",
      "arc": 155,
      "angle": 70.5,
      "locations": [-16.5, 61.5],
      "renderOrderMod": 13
    },
    {
      "id": "WS0010",
      "size": "MEDIUM",
      "type": "COMPOSITE",
      "mount": "TURRET",
      "arc": 155,
      "angle": -70.5,
      "locations": [-16.5, -61.5],
      "renderOrderMod": 13
    },...

And then just downgrading the all-capital saviors variant to have 4 capital and 4 medium saviors. Then maybe change the DP from 100 to, like, 80. It wouldn't change the pirate version since that only has 4 large guns anyway.

I don't know, that seems like a lot of tweaking for what's ultimately a fairly minor balance change. And of course, it's your mod, you can do whatever you want with it. I'm not going to mess with the variants or anything on my version,

I do love that the ship has station modules that break off separately when they take enough damage and reduce its combat effectiveness. That's a nice touch.

« Last Edit: March 19, 2025, 04:31:44 PM by diremage »
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Astrefernal

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Started a new run last week just so I could see what the other carrier was about that I missed on my first playthrough :p And honestly...I'm kind of not seeing that it's worth 4000+ crew and 100 dp. Sure, it's got a lot of guns, but it's so slow that other ships can just keep it at range. The player is going to already have the Sunrider, and between the Sunrider and the Monty that's 190 deployment points, which doesn't leave much for support ships. It's true that it has a massive swarm of fighters, but also true that its replenishment rate tends to drop quite a lot and by halfway through a battle, all its fighters are dead and not really coming back.

Testing it, I stuck it against a pair of Onslaughts and a destroyer in the sim on AI....and it lost. Because, again, player is already going to be in Sunrider which is honestly way more fun to run around in anyway. It's true that onslaughts have a ton of flak and might be strong against this ship in particular, but I don't think that's especially uncommon.

Also, it's got a million hardpoints but even with 400 outfit points I wasn't able to fit guns to everything. I guess I'm supposed to just backfill with mining lasers and 0-point green whatevers?

Suggest reducing 4 of the heavy cannon mounts to mediums and/or switching some of them to composite mounts. Related, I'm a lot happier with the saviors / big saviors / ceran saviors when I drop their flux use by like half. They're rare, hard to acquire guns; it's ok if they're an upgrade to autocannons.

Something like

    {
      "id": "WS0003",
      "size": "MEDIUM",
      "type": "COMPOSITE",
      "mount": "TURRET",
      "arc": 165,
      "angle": 50,
      "locations": [188.5, 61.5],
      "renderOrderMod": 7
    },
    {
      "id": "WS0004",
      "size": "MEDIUM",
      "type": "COMPOSITE",
      "mount": "TURRET",
      "arc": 165,
      "angle": -50,
      "locations": [188.5, -61.5],
      "renderOrderMod": 7
    },...
    {
      "id": "WS0009",
      "size": "MEDIUM",
      "type": "COMPOSITE",
      "mount": "TURRET",
      "arc": 155,
      "angle": 70.5,
      "locations": [-16.5, 61.5],
      "renderOrderMod": 13
    },
    {
      "id": "WS0010",
      "size": "MEDIUM",
      "type": "COMPOSITE",
      "mount": "TURRET",
      "arc": 155,
      "angle": -70.5,
      "locations": [-16.5, -61.5],
      "renderOrderMod": 13
    },...

And then just downgrading the all-capital saviors variant to have 4 capital and 4 medium saviors. Then maybe change the DP from 100 to, like, 80. It wouldn't change the pirate version since that only has 4 large guns anyway.

I don't know, that seems like a lot of tweaking for what's ultimately a fairly minor balance change. And of course, it's your mod, you can do whatever you want with it. I'm not going to mess with the variants or anything on my version,

I do love that the ship has station modules that break off separately when they take enough damage and reduce its combat effectiveness. That's a nice touch.



I admit the needed crew is obscene. But from what weapons and mods you put on it, you're trying to use you're slow lumbering carrier as a nimble destroyer.

Mine use 6 Alliance Capitals Saviors (did not had 8 on me), 2 Pirates Saviors, full Green Stinger, full Alliance troopers, 55 Flux capacity, 55 Flux dissipation, Stabilized shield, Hardened shield, Efficiency Overhaul and Resistant Flux conduits.

I tried a simulation with 2 Onslaughts and an Enforcer against the Big Green Giant. The BGG won hands down even on autopilot. Fighter loses were not a problem.

My only gripe are the 2 medium slots in the back. They feel uselless when you have the Holy Wall of flak. Maybe replace them with built-in helldarts ?
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diremage

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I admit the needed crew is obscene. But from what weapons and mods you put on it, you're trying to use you're slow lumbering carrier as a nimble destroyer.
Maybe. I've been using the Sunrider a LOT this playthrough, and before that I was using a Storm Bringer battlecruiser (From stardust) and an Overlord battlecruiser (from Battlefleet Gothic) - both fast, nimble ships that are able to dictate the terms of the engagement. Although, even with all the hull mods, I don't think I can count a speed of 37 as fast. It's not quite as immobile as previously :p

Quote
Mine use 6 Alliance Capitals Saviors (did not had 8 on me), 2 Pirates Saviors, full Green Stinger, full Alliance troopers, 55 Flux capacity, 55 Flux dissipation, Stabilized shield, Hardened shield, Efficiency Overhaul and Resistant Flux conduits.
Maybe the missing ingredient for me is just finding a weapon production seller or a blueprint and popping out 40 green stingers and a bunch of Alliance Troopers. To be honest, the 0-OP, 0-flux guns leave a bad taste in my mouth. I'd rather use machine guns or mining lasers, but the difference between 40 green stingers and 20 machine guns is 60 OP and about 400 flux. Still though, the ship is balanced around having 4 dozen free guns.

Quote
I tried a simulation with 2 Onslaughts and an Enforcer against the Big Green Giant. The BGG won hands down even on autopilot. Fighter loses were not a problem.
Yeah I tried again with the Salamander setup I took a screen shot with and the BGG didn't have a problem taking them out. Maybe my initial loadout was just really bad. I don't know that it was -that- different from what I've got now, but maybe.

Quote
My only gripe are the 2 medium slots in the back. They feel uselless when you have the Holy Wall of flak. Maybe replace them with built-in helldarts ?

The solution is MORE SAVIORS! They do have a medium version...
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Alex_Sans

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i'm gonna be real, diremage... the build i see in the picture would be actively worse than the pirate one from the quest even if yours had no d-mods, so i'm not surprised that it can lose to sumulator onslaught pair

also i don't get why you guys think that a ship with 8 larges, 44 smalls, 11 fighter bays and is a lot bigger than the invictus shouldn't have more skeleton crew than it. just the engine module is bigger than a dominator!


0.6.1e patch:

Sunrider ship, Short Range Warp - Distance: reduced range bonus to 200%.

Alliance carrier, Emerald Dreadnought Suite: now has "almost always recoverable in combat" similar to reinforced bulkheads.
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diremage

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i'm gonna be real, diremage... the build i see in the picture would be actively worse than the pirate one from the quest even if yours had no d-mods, so i'm not surprised that it can lose to sumulator onslaught pair

I'm genuinely curious, what makes my build so terrible? Maybe if I was better at building ships I wouldn't struggle so much against the enemies in this mod :p

I've got 4 flak, 2 heavy alliance saviors, 2 ceran saviors, 8 salamanders, 2 PACT missile launchers, and various small guns. Overall, I'm trading the "Holy wall of 44 free flak guns" for more anti-armor punch. Is having a huge kinetic alpha strike the thing that makes this ship so good?

I also did not have enough troopers for a full set, so I've got lux bombers to occupy PD and some kinetic torpedo bombers. I have the stardust bombers shown but I think I wound up swapping them for BFG Marauders with their energy torpedos. Usually they wind up mostly dead. Maybe alliance troopers are just really tough and that's another thing I'm missing?
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Astrefernal

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I'm genuinely curious, what makes my build so terrible? Maybe if I was better at building ships I wouldn't struggle so much against the enemies in this mod :p


First, you put Unstable Injector on the ship. On a Frigate or a Destroyer, it's fine since they are fast ships. But on a Carrier/Battleship, you reduce its main advantage - aka range - drasticaly for no real gain.
A "normal" Carrier/Battleship meant to harrass/bombard at range while still being able to punish smaller enemies trying to close the gap. Only "special" ones can move as fast as a cruiser or, in RARE cases, a destroyer. The Sunrider is one exemple of "Special" Battlecarrier, while the Montesquieu (Big Green here) is a "normal" one.

The second problem is your flux.
This amount of points for flux would work on Frigates/Destroyers since they are fast enough to move away and safely vent their flux.
On a Cruiser/Battleship, you are almost always in the thick of battle. Taking hit and dishing them constantly. You can't afford to vent in the middle of the enemy fire, meaning you need the flux dissipation to lose flux fast. And you can't afford to overload for 15+ seconds, meaning you NEED the flux capacity to outlast your ennemy flux and force THEM to vent or lower shields for your fighters.
I would also abandon anti-armor guns for Big Green - since it has LOADS of fighters to do damages - and concentrate on long range anti-shield guns to put pressure on the ennemy and force them to either mitigate damage while not being able to fire back much because of flux levels, or put the shield down and take the damages.
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Alex_Sans

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Quote from: diremage
I'm genuinely curious, what makes my build so terrible? Maybe if I was better at building ships I wouldn't struggle so much against the enemies in this mod :p

i wasn't gonna take the fighters into consideration, just the guns... but it is just as astrefernal said...

low vents, underwhelming firepower and PD, and unstable injector that hurts performance more than anything. what do you need auxiliary thrusters for on a very slow ship with 11 fighter bays anyway? also why downgrading 4 larges would give any benefit since it has HBI, or even make sense when the 8 large guns in the 3d model from sr game are the big green ones?

speaking of "from sr game", this ship has no missiles at all there, so i'll not add any


0.6.2 patch:

Fixed Green Stingers not being sold by PL and TT, it is rare, but they do now.

Fixed Emerald Dreadnought Suite not being incompatible with Unstable Injector.
« Last Edit: March 22, 2025, 07:16:56 PM by Alex_Sans »
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Alex_Sans

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0.6.2a patch:

Attempt (again) to fix crash related to Ryuvian Nightmares.

"Prototype" has new portrait.

Changed version to 0.98 (tested all ships, weapons, fighters and quests, they are working as intended).
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Irish

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Hey quick question, is it possible to have Ava at the party with the two goofballs?
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Astrefernal

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Hey quick question, is it possible to have Ava at the party with the two goofballs?

Apparently it's possible, but I don't know how...
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SC Gunship

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Hey quick question, is it possible to have Ava at the party with the two goofballs?

Apparently it's possible, but I don't know how...
would be cool if someone posted a guide on how to achieve this, i have literally no idea how lol
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Alex_Sans

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yes, you can have ava/sc jill/armaa dawn in the party... but you weren't given permission because of a wrong answer before
« Last Edit: March 30, 2025, 04:34:49 PM by Alex_Sans »
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Sayak

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Whoa that is my favorite dark souls of visual novels as mod !

Thanks !
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Irish

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yes, you can have ava/sc jill/armaa dawn in the party... but you weren't given permission because of a wrong answer before

can you please tell me which answer? :[
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