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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1169621 times)

Nanao-kun

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #270 on: September 04, 2014, 02:24:53 PM »

Oh, the weapons are only supposed to show up at Askonia?

I've seen them every now and then in the Tri-Tach station, as well as various other stations. Only temporarily though, they seem to disappear when I come back a little later.
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Wyvern

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #271 on: September 04, 2014, 03:42:01 PM »

So far, I have purchased a few at the TT station on Corvus, as well as the pirate station in Corvus.  I have not yet bothered to leave the Corvus system (munch, munch, yummy pirates), so I can't report on whether Templar weapons are showing up anywhere else.
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Wyvern is 100% correct about the math.

Midnight Kitsune

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #272 on: September 04, 2014, 05:52:41 PM »

...also saw some vanilla ships mounting Templar weapons.
Yeah same here. Scared the CRAP out of me when I went up against  lasher with TWO of those missile racks...
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #273 on: September 04, 2014, 09:20:27 PM »

Yep, Templar weapons are intended to rarely appear on non-templar ships.
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ValkyriaL

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #274 on: September 04, 2014, 10:03:26 PM »

a Condor with templar guns and missiles is more scary than you think...
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JDCollie

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #275 on: September 05, 2014, 09:51:25 AM »

a Condor with templar guns and missiles is more scary than you think...
A spacefaring banana would be scary with some of those templar weapons . . .
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kazi

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #276 on: September 05, 2014, 09:29:00 PM »

I think the AI wants to vent a little too much right now. I think there should be some minimum distance in which the vent AI will not vent (a distance of 400?).

I was playing around with some AI 1v1s in the simulator just now, and it seems like whichever ship hits 70% flux first immediately starts venting, and the other one either also vents or ganks it with harpoons or something. Especially true with frigates and destroyers.
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Darloth

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #277 on: September 06, 2014, 01:07:29 AM »

a Condor with templar guns and missiles is more scary than you think...
A spacefaring banana would be scary with some of those templar weapons . . .

That ship from Parkan was pretty tough with its normal loadout, as I recall
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Sabaton

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #278 on: September 06, 2014, 04:49:57 AM »

I think the AI wants to vent a little too much right now. I think there should be some minimum distance in which the vent AI will not vent (a distance of 400?).


I don't see a problem with that, with the old system, if you had a little speed, you could force the AI in an ultra defensive stance which would inevitably lead to overloading and major pounding.
Now, you gotta be more careful if you decide to bull rush an enemy. I understand your point, often venting gives rockets a free meal but rarely venting makes you dependent on other ships to cover you.
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Flying_Whale

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #279 on: September 07, 2014, 04:45:57 AM »

I don't understand how to find the Templar's base and buy their ships (or at least their weapons).
Could anyone help me?
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Aklyon

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #280 on: September 07, 2014, 06:20:45 AM »

I don't understand how to find the Templar's base and buy their ships (or at least their weapons).
Could anyone help me?
Their ships you'll have to capture if you want them, I think. As for weaponry, a few posts back it sounds like if they show up anywhere, the weapons should show up in Askonia.

Flying_Whale

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #281 on: September 07, 2014, 09:16:53 AM »

I don't understand how to find the Templar's base and buy their ships (or at least their weapons).
Could anyone help me?
Their ships you'll have to capture if you want them, I think. As for weaponry, a few posts back it sounds like if they show up anywhere, the weapons should show up in Askonia.

Thanks. Capture... Sounds interesting :)
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Thaago

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #282 on: September 09, 2014, 09:01:53 PM »

I think the AI wants to vent a little too much right now. I think there should be some minimum distance in which the vent AI will not vent (a distance of 400?).

I was playing around with some AI 1v1s in the simulator just now, and it seems like whichever ship hits 70% flux first immediately starts venting, and the other one either also vents or ganks it with harpoons or something. Especially true with frigates and destroyers.

I agree, but because of a different reason: it seems that the venting AI does not look for incoming projectiles or anything when it vents. So I'm testing Paragon builds at the moment, and they keep eating missiles and Joyeuse blasts to the face because they vented at 15% flux.

I know its probably hard to check for incoming threats, but I'd say 85% of the damage this Paragon is taking is caused by the overzealous venting. Of course it then has lower flux so is better later, but the "enemy is venting, I should vent" (forgets about incoming missiles and high damage projectiles) is a routine occurrence.

Again, this was testing with a Paragon, so I haven't done as much testing with other (more maneuverable) ships.
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #283 on: September 09, 2014, 09:09:49 PM »

It was checking but not checking at a far enough radius to notice far-away missiles or distant projectiles.  It also can't detect charging-up shots very well.

In other news, the Achilles is being permanently removed.  There will never be a replacement.
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Thaago

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #284 on: September 09, 2014, 09:16:14 PM »

It was checking but not checking at a far enough radius to notice far-away missiles or distant projectiles.  It also can't detect charging-up shots very well.

In other news, the Achilles is being permanently removed.  There will never be a replacement.

Ah, fair enough. I think in this case the Paragon was an edge case I happened to see - its outer radius is so large that projectiles and missiles that to me were right on top of it were quite a far distance from the core.

Iiiinteresting. I admit missiles aren't really my thing so I hadn't played with it much. Broken?
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