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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Amazigh's Ship Foundry v1.2.3  (Read 296497 times)

A_Random_Dude

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Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« Reply #120 on: March 21, 2024, 05:57:03 PM »

Works fine, just edit the game version manually and you're set.
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seagullible

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Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« Reply #121 on: April 04, 2024, 05:29:52 AM »

Works fine, just edit the game version manually and you're set.

would you be able to direct me to any resources as to how to do that?
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A_Random_Dude

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Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« Reply #122 on: April 04, 2024, 06:51:22 AM »

Don't need any resource aside from a text editor (like Notepad ++). Simply go into the mod folder and look for a file called "mod_info.json", then change the game version you see in here from 0.96.whatever to the current version.
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Amazigh

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #123 on: April 05, 2024, 03:24:36 PM »

Update 1.2.0

v1.2.0

- Variants adjusted to match changed OP values with 0.97

- New Wing
-- Estes Assault Interceptor

- New MagicBounty
-- Chompiron [Heatstroke Combustion Cannon]

- Flogger
-- Infernium Afterburner active duration reduced

- Triarii
-- Base Drone count reduced from 32 to 24
-- Drone health increased to compensate

- Kufikiri Smartcannon
-- Kinetic Projectile damage increased from 90 to 100 (135 to 150 dps)
-- High Explosive Projectile damage increased from 200/160 to 240/180 (100/80 to 120/90 dps)

- Bramble Smartbomb Rack
-- Spread increased
-- Burst Delay increased from 0.2 to 0.25
-- Ammo regeneration time reduced from 12s to 10s
-- Ammo increased from 12 to 16

- Sprocket HSRM
-- Top speed reduced from 440 to 360
-- Projectile hitpoints reduced from 180 to 150

- Omer Spread Missiles
-- Ammo regeneration time increased from 4.5s to 6s

- Contradict Rocket Artillery
-- OP cost reduced from 10 to 8
-- EMP damage increased from 800 to 1000

- Weaver Rocket Pod
-- OP cost reduced from 8 to 7
« Last Edit: April 06, 2024, 04:26:43 PM by Amazigh »
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Newtalot

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #124 on: April 05, 2024, 06:07:41 PM »

Link doesn't seem to work unfortunately
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Amazigh

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #125 on: April 06, 2024, 04:27:02 PM »

Link doesn't seem to work unfortunately
Oops. (fixed)
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ros

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #126 on: May 22, 2024, 02:39:47 PM »

Newbie here. Gimbal Micromissile Pod seems too strong.

It's the only "sustained-damage" Kinetic medium missile. Closest one is the Pilum LRM Launcher?
It has even higher DPS than the Pilum, but the real issue is that it's Kinetic, so it puts too much pressure on enemy shields, at no flux cost. It's practically 2x better than the Heavy Needler (actually, even more, since it tracks and has longer range).

Seems that many weapons this mod introduces also similarly stand out... I presume that enemies may also use them--but, not nearly as consistently as the player, huh.
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Shogouki

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #127 on: May 22, 2024, 08:10:16 PM »

Newbie here. Gimbal Micromissile Pod seems too strong.

It's the only "sustained-damage" Kinetic medium missile. Closest one is the Pilum LRM Launcher?
It has even higher DPS than the Pilum, but the real issue is that it's Kinetic, so it puts too much pressure on enemy shields, at no flux cost. It's practically 2x better than the Heavy Needler (actually, even more, since it tracks and has longer range).

Seems that many weapons this mod introduces also similarly stand out... I presume that enemies may also use them--but, not nearly as consistently as the player, huh.

Except it carries with it the downsides of being a missile as well.  A needler or any other projectile weapon can't be shot down by PD or disrupted by ECM.  These seem powerful until you fight a fleet with heavy PD and then these weapons become largely useless.  These are also medium sized weapons so comparing them to needlers aren't exactly fair.
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ros

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #128 on: May 22, 2024, 09:06:20 PM »

Newbie here. Gimbal Micromissile Pod seems too strong.

It's the only "sustained-damage" Kinetic medium missile. Closest one is the Pilum LRM Launcher?
It has even higher DPS than the Pilum, but the real issue is that it's Kinetic, so it puts too much pressure on enemy shields, at no flux cost. It's practically 2x better than the Heavy Needler (actually, even more, since it tracks and has longer range).

Seems that many weapons this mod introduces also similarly stand out... I presume that enemies may also use them--but, not nearly as consistently as the player, huh.

Except it carries with it the downsides of being a missile as well.  A needler or any other projectile weapon can't be shot down by PD or disrupted by ECM.  These seem powerful until you fight a fleet with heavy PD and then these weapons become largely useless.  These are also medium sized weapons so comparing them to needlers aren't exactly fair.

The weapon shoots some (efficient) missiles at a reasonable rate; it'd take a ship with dedicated PD to stop them. I'd estimate that it'd be highly effective against over 80% of ships.

Heavy Needler is medium-sized. And--although it may not be stopped by PD--like such weapons, it misses.
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Shogouki

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #129 on: May 22, 2024, 09:37:57 PM »

Ahh sorry, I completely glossed over the "heavy" needler bit...   :-[
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spawnofmetroid

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #130 on: May 27, 2024, 03:38:50 AM »

I have been going at the phantasmagoria mission for over 10 hours and am ready to hurt someone, I have other mods, I have super mods, how the *** do you beat this *** mission!
Sorry about that, was seeing stars in a fit of rage, how do I modify the mission to show as complete I do not want to do this mission anymore and want the super ship locked behind all of the missions after the time investment I put in.
« Last Edit: May 27, 2024, 04:06:32 AM by spawnofmetroid »
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A_Random_Dude

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #131 on: May 27, 2024, 04:09:47 AM »

It's one of the easiest missions in my experience. Personally, I've been doing good enough by kitting the enemy fleet and using the regen ability between each fight. It's a supership, but that doesn't mean it's supposed to be OP by itself. Just need to build the skills required for it.

Edit: if you really want to get a ship you're not yet capable of piloting right and probably be disappointed with it down the line, then game's folder > Save folder > open "mission_score.json" with a text editor > look for the mission's ID. Then simply change whatever score you had there to 100, and you're set.
« Last Edit: May 27, 2024, 04:21:13 AM by A_Random_Dude »
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yajusenpai

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #132 on: May 27, 2024, 10:12:30 AM »

I have been going at the phantasmagoria mission for over 10 hours and am ready to hurt someone, I have other mods, I have super mods, how the *** do you beat this *** mission!
Sorry about that, was seeing stars in a fit of rage, how do I modify the mission to show as complete I do not want to do this mission anymore and want the super ship locked behind all of the missions after the time investment I put in.

If you have Tahlan Shipworks installed, I would tell you the answer is Hel Plate. It give you 200 armor that can't be striped away and armor regen and thus useful for dealing with the inevitable chip damage. You would also want to build speed otherwise there are not way to disengage.

Yes the mission is actual ***, It is definitely not the easiest. Easy mission don't take hours and make people feel murderous. You are using a fragile ship with no PD no phase no shield and no armor, Your enemies spam emp and missile and fighter which you can only dodge and you ship are no where fast enough to outrun the crap they throw at you. You are on a *** timer.

Below is my build when I finally beat the mission, may it be of use to you.
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A_Random_Dude

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #133 on: May 27, 2024, 01:36:17 PM »

I honestly don't know what you've been doing for having such an experience, especially for hours. The ship's sytems let you teleport, reduce incoming damages and regen your hull/armor while also working like a temporal shell. With all that, you don't need to outrun the missiles: you just dodge them. Same for the fleet as a whole, really. Compared to something like Transparence, I find this one's mechanics much easier to manage. So while I do agree that it's not a walk in the park either, I don't get how you can have so much trouble for so long.

Pick and choose your targets, force them to split up, teleport in their backs when possible, do enough damage to make the bigger threats retreat instead of outright destroying them, then back out to regen and go at it again. I managed to win with this strategy while mostly playing vanilla and doing minimal changes to the ship's base loadout/hullmods. That's why imo it's one of the easiest supership missions here: your ship has the ability to take a beating so long as you're not too reckless with it, and the only timer you really get is your CR decreasing as the battle goes on.
« Last Edit: May 27, 2024, 01:49:30 PM by A_Random_Dude »
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yajusenpai

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #134 on: May 27, 2024, 06:08:16 PM »

I honestly don't know what you've been doing for having such an experience, especially for hours. The ship's sytems let you teleport, reduce incoming damages and regen your hull/armor while also working like a temporal shell. With all that, you don't need to outrun the missiles: you just dodge them. Same for the fleet as a whole, really. Compared to something like Transparence, I find this one's mechanics much easier to manage. So while I do agree that it's not a walk in the park either, I don't get how you can have so much trouble for so long.

Pick and choose your targets, force them to split up, teleport in their backs when possible, do enough damage to make the bigger threats retreat instead of outright destroying them, then back out to regen and go at it again. I managed to win with this strategy while mostly playing vanilla and doing minimal changes to the ship's base loadout/hullmods. That's why imo it's one of the easiest supership missions here: your ship has the ability to take a beating so long as you're not too reckless with it, and the only timer you really get is your CR decreasing as the battle goes on.

Wow! I see you are very good at this game! I would admit I did poorly in the mission because I don't usually pilot anything smaller than a crusier.
Can you make a video to show us capitalian how it is done using the base loadout, so you can teach us and anyone after that will inevitably have problem with this mission, to be a better player?
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