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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Author Topic: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)  (Read 215892 times)

Kadatherion

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #75 on: October 26, 2021, 06:56:08 AM »

I was wondering if this mod and your other mod "Seeker" were compatible?

I was curious if mods like "Seeker" would be compatible with other mods that add ships such as "Tahlan Shipworks"?

Yes and yes. I use all of these - and many more - together with no issues.

The only "problem" can be redundancy, really: when you add mods like this one, Seeker, Tahlan's, HTE, Vayra's etc together, you begin to have A LOT of ships around in the sector or anyway available. Many of which might be filling the same niche or role, as these are all mods meant to either fill some holes in the vanilla lineup or offer some "white whales", rare ships for your own personal fleet. I'm a sucker for the latter, thus I'm happy to have a plethora of uniques to choose from, but it can get objectively unwieldly. Add on top a few faction mods that might also have some HVBs or other non faction exclusive exploration content, and you might feel a bit overwhelmed.

Depend on your tastes and where you want it to stop, really.
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Nukacolared

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #76 on: October 26, 2021, 08:20:09 AM »

Okay, cool. Thank you so much for the answers. Looking forward to playing.
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Nuka

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #77 on: December 24, 2021, 10:58:27 AM »

I hope Hightide will use Pilums (D), with the description saying how Hightide's autofactory is damaged and makes missiles without a warhead, so people just shove random explosives there and call it a day.

Tartiflette

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #78 on: December 26, 2021, 12:16:18 AM »

I intend to do something slightly different and just call those missiles a different name altogether. Maybe also tweak them a bit now that I'm no longer constrained by the original one.
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NGTM-1R

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #79 on: January 17, 2022, 11:41:13 PM »

A weirdness. I'm not sure if it was a bug, because it sounds just plausible, and if it was a bug, I'm not sure I want it fixed.

I picked up a Pest (P) as combat salvage, intending to drag it home to the emergency ship stash/museum of stuff I've killed. Don't worry, those d-mods give it character!  It sat at the back of the fleet awhile. Occasionally, Hull Restoration would fix a d-mod; I was on a marathon exploration/salvaging run through the north of the sector and stayed out for months at a time. The last one was Unreliable Subsystems. When it got fixed...my Pest (P) turned into a regular midline Pest.
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Tartiflette

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #80 on: January 17, 2022, 11:51:57 PM »

Yes, you can restore Pests to their pristine condition, that's intended.
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NGTM-1R

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Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #81 on: January 17, 2022, 11:54:10 PM »

That's actually a really neat feature, and thank you for adding it.
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PeopleThief

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Re: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #82 on: May 05, 2022, 06:58:41 PM »

LP Bonnetheads really should be better than they are, and it doesn't match up with vanilla. Both the LP Brawler and Lasher are literally just their respective hulls with Ill-advised modifications and safety overrides built in, so the LP Bonnethead should at least be that.
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PeopleThief

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Re: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #83 on: May 30, 2022, 08:26:43 PM »

I think triple mortar needs a buff. Compared to the light assault gun, it has slightly better flux efficiency, but lower dps and very low projectile speed that makes it fairly unreliable, especially against fast targets. While it might have a place as a niche 5-op sidegrade to the light assault gun (also 5 op), but right now it costs 7 op, 2 more than the generally superior LAG. While it doesn't need to be buffed to be a top-tier weapon, I think a drop to 5 op is probably justified
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MarsInvicta

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Re: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #84 on: August 31, 2022, 11:00:58 AM »

Would this work if added mid-save?
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Hrothgar

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Re: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #85 on: August 31, 2022, 11:13:31 AM »

I think triple mortar needs a buff. Compared to the light assault gun, it has slightly better flux efficiency, but lower dps and very low projectile speed that makes it fairly unreliable, especially against fast targets. While it might have a place as a niche 5-op sidegrade to the light assault gun (also 5 op), but right now it costs 7 op, 2 more than the generally superior LAG. While it doesn't need to be buffed to be a top-tier weapon, I think a drop to 5 op is probably justified

Well light assault gun was buffed to 700 range lately so it before had 100+ range compared to lag.
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robepriority

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Re: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #86 on: August 31, 2022, 11:14:21 AM »

Would this work if added mid-save?

Yes, it doesn't need to spawn in new markets, wait for ~a month for the new ships and weapons to appear in refreshed markets.

antimatter

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Re: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« Reply #87 on: September 24, 2022, 09:00:46 PM »

This mod has amazing vanilla-adjacent ship designs. Have you ever thought about redistributing the weapons on the Whirlwind? 3 heavy armaments is fun but in practice not so effective. If I had it my way I would love to maybe an energy and energy/missile hybrid set of large slots complimented with 6-8 small energy and energy/missile slots. And like the paragon, it has a circular weapon profile where a side will have half the weapons active.
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