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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1177020 times)

SapphireSage

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1380 on: September 29, 2019, 08:47:36 PM »

Imports and Exports work on a logarithmic scale. In practice this means that the only number taken into account will be the larger one and also that a colony that outputs 7 metals will be able to simultaneously support all colonies that import 7 or less metals but will leave a shortage of 1 for a colony that needs 8.

In practice, this means that since both the H. Industry and Modular fabricator need 5 metals that the most metals you need is 5, so only 5 metals are imported. Also, since your H. Industry has a pristine nanoforge while the fabricator does not, that the output of the colony will be based entirely on the H. Industry since it'll produce more ships than the fabricator will.

It has to do with how the vanilla economy works and you'll only need one or the other to produce ship exports as only the one producing the most will be used.
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Starareo

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1381 on: October 01, 2019, 03:45:49 PM »

So I've finally started a SRA playthrough, and have some questions. Is SRA designed as more of a missile/carrier focus? Lot of missile weapons and comparatively few medium energy weapon, the ones that do exist are great though. Which weapons do you guys prefer and which fighters are the best? I'm probably just gonna make a fleet of Tartarus' and Charybdis', throw in the capitals also.
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captinjoehenry

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1382 on: October 01, 2019, 07:36:18 PM »

How does the Shadowyards station stack up to the high tech station?  As I can't test it out but I sort of fealt a tier 3 shadow yard station might be better than a tier 3 high tech station?  I mostly just wish I could test out fighting stations somehow
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SapphireSage

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1383 on: October 01, 2019, 08:00:38 PM »

This topic will likely be useful.
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Czyrek

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1384 on: October 02, 2019, 03:50:28 PM »

So I've finally started a SRA playthrough, and have some questions. Is SRA designed as more of a missile/carrier focus? Lot of missile weapons and comparatively few medium energy weapon, the ones that do exist are great though. Which weapons do you guys prefer and which fighters are the best? I'm probably just gonna make a fleet of Tartarus' and Charybdis', throw in the capitals also.

They tend to focus mainly on energy weapons, and carriers yes. (the missiles are okay, but usually they have too few/too small slots for them to be anything but a small dps boost)

Chardybdis are great, they're a hybrid carrier/cruiser, and have the speed to engage/flee rather easily. Tartarus feel too slow to really get into the thick of things and I feel like they spend most of the match chasing faster ships.

Out of the capitals, the battle cruiser is fast and very deadly out to a very far range, but can't take too much concentrated fire, and I don't know how many times the AI has used their speed boost to ram themselves to death instead of fleeing. (it can be frustrating). The capital carrier is kind of an upscaled Chardybdis thats a bit tougher but slower, but gets damage boost on its fighters which is great for alpha strikes. The Battleship is slooooooooooooooooow, but it has massive range and nasty nasty guns. My biggest issue with it is that it takes forever to engage, usually requiring your faster ships to escort it up to the front lines. But once it is there, i find it is often the "anvil" that can soak up huge amounts of damage while my faster "hammer" battle cruisers tear apart their fleet. (The battlecruiser lance especially is well suited to causing overloads as it deals a massive amount of damage in a single strike)

My original comp was 1 battleship and 4 Chardybdis. Then I shifted to a 1 battleship 1-3 battle cruisers and assorted carriers. The Clade is fairly useful as a fast attack craft that is fairly survivable, but towards the end (vs 7 battleship fleets) I found that it could get too easily overwhelmed and opted to fill in deployment point gaps with escort carriers instead since they can sit back and still be effective. (or I would wait for enough enemies to die to bring in a Chardybdis).

One last thing I'd recomend is that you make sure to leave room for flux vents, I sometimes eschew some of the less used hard points on my ships for more flux potential, it will keep your ships shielded better and firing longer. (and shadow yards ships are exceptionally vulnerable without their shields)
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Starareo

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1385 on: October 03, 2019, 07:04:19 PM »

Thanks for the advice, in my current playthrough, I've only been able to afford cruisers so far. Charybdis is fantastic, will probably feature in all my future fleets combining various mod ships. I always tend to prioritize vents before capacitors and some irrelevant mounts anyways. How do you like the phase cruiser? I can absolutely destroy an Onslaught with it, but no telling how the AI handles it.
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Hrothgar

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1386 on: October 04, 2019, 02:00:31 AM »

Ai use phase ships sometimes brutally effective, sometimes not. I think Nessie is worst AI phase ship in this moment, partially as it is inheritely ship with weaknesses.
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Starareo

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1387 on: October 04, 2019, 05:31:26 AM »

Nessie is from Tahlan and yeah I agree, worst phase ship by far. Makes sense with its design and origin though. So far, the AI's been pretty good at using the Scylla, although its pretty slow imo for a phase cruiser.
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Hrothgar

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1388 on: October 04, 2019, 06:02:30 AM »

I was speaking about phase ships in general.

Excelsior and Shamash, not counting of course a unique phase ships, are one of best semi -mass or mass used ships in AI hands. Shamash is very often found in pirate fleets  and in their original one. Excelsior is much rarer, but it pop here and there from time to time.

Second one i think are Gryptyde and Moriarty, they add many phase ships which are semi-popular, i dont found many Sunder phase prototypes (cuz prototype , duh), but smaller ones are quite popular.
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Czyrek

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1389 on: October 04, 2019, 07:14:19 AM »

I found the Shamash to be very effective to send to distant points to capture them (usually the AI only sends a frigate or two, which the Shamash can usually handle easily under AI control, and it will almost always get their first)

As for the phase cruiser, I haven't really used it, but I feel its deployment cost is only going to be made up for by a human pilot, where an AI pilot wont be as aggressive or intelligent with it.
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Captain Trek

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1390 on: October 20, 2019, 11:42:52 AM »

Since Histidine says that faction mods will require tweaking to take full advantage of the diplomacy changes in Nex 9.5, I figured now was as good a time as any to bring my own concerns to your attention: Namely, Shadowyards seems too competitive on the galactic market of the vanilla (Corvus) map, noticeably outstripping the vanilla factions' market share in heavy industry and refined metals, and also being overly competitive in light industry and food.

Now whilst this is no way a game-breaking concern, it really just feels wrong for the canonically dominant powers to lag behind in commodities, even with Shadowyards being a larger and more expansive nation than other modded factions such as DME and Scy. This, to a large degree, can (I think) be traced back to the faction's over-proliferation of industries (just for once, it isn't their access, due to the lack of Waystations and freeports. That's very much to your credit, by the way). There are two Shadowyards markets that have more industries than industry slots (something no vanilla faction is permitted to do), and compared to the vanilla factions Shadowyards has a much smaller proportion of planets that are not utilizing all of their slots. This has had the effect of giving Shadowyards as many refineries as the larger factions and actually more heavy industries than even the Hegemony (in vanilla the only faction to feature two markets with heavy industry).

If you'd like to improve the campaign feel of Shadowyards, I'd suggest, first and foremost, removing the heavy industry from Theramin, the light industry from Stillness, and the refinery from Jnana. This would nicely curtail most of their overly-dominant market shares while also eliminating both of the over-capped industries and the second nanoforge (the vanilla factions are lucky to have even a single nanoforge, after all). I would also propose reducing Euiprides' size to 7, as this would help to blunt their food share and their other presently overly-dominant shares. Granted this would result in smaller defending fleets, but it just seems rather curious that Shadowyards' population is on the same order of magnitude as the Hegemony's, let the League's is not. Note that, in the case of the latter, you might have to tweak the production of solar collectors and/or the demand of parallel fabrications if you still want Euripides to be short on high-capacitance storage such that the player can buy these cheaply from Pillager Point and then sell them dear at Euripides (a detail that does seem to be very much on purpose and, if not, should be).


A few other unrelated suggestions:

- You may want to modify Hotri a bit, since the only planet so exceedingly similar to Earth (i.e. 50% hazard) in the core worlds is supposed to be Gilead. That's why it's so sacred.

- Pillager Point's lore doesn't really explain why it has solar collectors, which seem to be a rare technology given even Shadowyards only has one of them. I'd also say that, since size 5 pirate markets are otherwise kinda rare in the core, that either Pillager Point or Auris Grip should probably be downgraded to size 4.

- Matra arguably makes the Persean League a bit too strong in mining. You could look at dropping the colony's size to 5, or even deleting one of the planet's resources.

- More a bug report than a suggestion, really: Cloned organs don't seem to work properly, because despite the fact that everyone is supposedly in a deficit of them, there's nowhere where they sell any higher than how much you can buy from Euripides for.


I hope these proposals find you well. Shadowyards is certainly an interesting mod, with its relatively high level of integration with the lore and the existing map. I feel strongly, then, that that if there are measures that could be taken to improve campaign feel, it's at least worth putting on the table.
« Last Edit: October 20, 2019, 11:48:45 AM by Captain Trek »
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Blue phoenix

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1391 on: October 24, 2019, 06:08:47 AM »

I don't know if it's a bug or RNGsus but the skolopendra-class cruiser is on sale on nearly every market in the core worlds, even the non-shadowyard ones.
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Hrothgar

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1392 on: October 24, 2019, 07:11:58 AM »

If black market, then it can be true.
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Blue phoenix

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1393 on: October 24, 2019, 08:48:20 AM »

Probably RNGsus then.
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TrashMan

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Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« Reply #1394 on: October 31, 2019, 12:18:29 PM »

Where the hell are you hosting this downlaod? It's beyond slow. 30 minutes? WTF??
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