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SHAOLIN FUCKFIEND
Jan 21, 2008

I was just makin a joke dude. I just think you are all forgetting that SS+ mainly fills the function of making SS replayable once you get used to the latest vanilla changes, and that it's not strange that it loses lustre around a big vanilla content update. Personally I find SS way too predictable without variant randomization and all the other poo poo at this point.

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Marcus Garvey
Oct 24, 2015

Mordja posted:

Man, the game's technically not even out and already people are waxing nostalgic. :v:

Some of us have been playing it for 3 years!

ugh its Troika
May 2, 2009

by FactsAreUseless
What ship do you guys have in your fleet (that regularly sees battle, freighters and poo poo don't count) that's survived the longest under AI control?

For me it's a Clam-class frigate, without an officer even. It's lasted through every single battle it's been in, without being disabled even once. It's the second ship I bought on this playthrough :shobon:

Tanith
Jul 17, 2005


Alpha, Beta, Gamma cores
Use them, lose them, salvage more
Kick off the next AI war
In the Persean Sector
http://fractalsoftworks.com/forum/index.php?topic=2012.0
I am also a complete sucker for glowing Homeworld hangar bays.

I also wish I could create a tool for converting old mods into an Independent Prism Freeport-like station that sells ships only from that mod. :sigh:

dis astranagant
Dec 14, 2006

-Troika- posted:

What ship do you guys have in your fleet (that regularly sees battle, freighters and poo poo don't count) that's survived the longest under AI control?

For me it's a Clam-class frigate, without an officer even. It's lasted through every single battle it's been in, without being disabled even once. It's the second ship I bought on this playthrough :shobon:

Yeah, the Clam is pretty annoyingly indestructible, like a Monitor with actual weapon slots.

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT

-Troika- posted:

What ship do you guys have in your fleet (that regularly sees battle, freighters and poo poo don't count) that's survived the longest under AI control?

For me it's a Clam-class frigate, without an officer even. It's lasted through every single battle it's been in, without being disabled even once. It's the second ship I bought on this playthrough :shobon:

The Tempest I bought from the Blackrock black market along with my player Desdinova managed to survive the destruction of the rest of my fleet versus a nasty group of pirates that caught me in hyperspace.

Speed is life.

Jinx
Sep 9, 2001

Violence and Bloodshed

SHAOLIN FUCKFIEND posted:

Hmm yeah you're completely right actually, checked now and I thought I had based those more closely on current vanilla stats, but it looks like I vastly underestimated how generous that stat is. I'm going to adjust them up quite a bit, same for the other brdy frigs (who also have very low ones)

Thanks for bringing it up.

Came to post exactly this. The Locust has a recovery of 1% per day!

Also regrading SS+ plus, if you enjoy pain, I highly recommend picking the wolf starting ship for expert mode.

SHAOLIN FUCKFIEND
Jan 21, 2008

Yeah, stupid oversight. Until I patch, it's quite easy to fix by editing ship_data.csv and putting in some suitable numbers (between 5 and 10, generally)

Marcus Garvey posted:

Some of us have been playing it for 3 years!

I remember when there weren't even ship systems, and you could buy and stick 5 bomb bays on a Lasher and do drivebys, and the Hegemony System Defense Fleet in Corvus presented the ultimate challenge. The rise and fall of mods like Antediluvians, Thule Legacy, Kadur and TUP. The Age of Uomoz. The culling of the great Buffalo herd. The CR moanfest. Weird mechanics that came and went like Logistics. Energy weapon flux level boost.

Man, what an alpha.

Marcus Garvey
Oct 24, 2015
My starting Alastor has managed to survive a wide array of crippling defeats and pyrrhic victories, it's kind of an incredible little ship. Hadn't ever used one until this playthrough because the slots & layout never really appealed to me but it's pretty fantastic with the standard railguns & IR pulse lasers, with a fury torpedo rack on the nose. I've also got a Venom that has inexplicably survived quite a few large javelin salvos, they just seem to miss every time.

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT
RIP Kadur. Their Dolphin tug was a tanky little beast that could ram capital ships into submission.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.
I, too, miss Kadur. They did aa very satisfying brick shithouse tank + railguns.

Marcus Garvey
Oct 24, 2015

SHAOLIN FUCKFIEND posted:

I remember when there weren't even ship systems, and you could buy and stick 5 bomb bays on a Lasher and do drivebys, and the Hegemony System Defense Fleet in Corvus presented the ultimate challenge. The rise and fall of mods like Antediluvians, Thule Legacy, Kadur and TUP. The Age of Uomoz. The culling of the great Buffalo herd. The CR moanfest. Weird mechanics that came and went like Logistics. Energy weapon flux level boost.

Man, what an alpha.

The fall of Uomoz and the buffalos being hunted to extinction are probably the most tragic things to happen in my life, voidwalkin' forever

I also kinda miss Gedune & the Nomads even though I never actually flew any of those ships myself. The Kadur ships were a little uninspiring to me, I think the only one I ever purchased & used was the ramtug.

Did anything ever happen with Uomoz' giant ship(titans?) mod or whatever he was working on post-Uomoz' sector?

Minarchist
Mar 5, 2009

by WE B Bourgeois

SHAOLIN FUCKFIEND posted:

Energy weapon flux level boost.

Didn't we used to be able to increase flux on purpose? Redlining your flux on purpose was a cool mechanic and I don't know why they took it out.

ugh its Troika
May 2, 2009

by FactsAreUseless
Energy weapon flux boost was removed because it made ships with large energy slots far too strong.

Arrath
Apr 14, 2011


-Troika- posted:

Energy weapon flux boost was removed because it made ships with large energy slots far too strong.

Makes sense, as long as you could dance around at range and keep the pressure on you were more or less untouchable behind your wall of lasers.

And I want to echo what a lot of people have said, a lot of great mods have come and gone and I'll fondly remember them. I can't wait to see what the future brings. :getin: Yes, it would be a better future if the ISF, Kadur, Nomads, etc were still around and running under Uomoz but it was fun while it lasted.

fishception
Feb 20, 2011

~carrier has arrived~
Oven Wrangler
I'd love if Kadur was still around, they were one of my favorite factions to play as.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.
A tale of an off-by-one error in three parts: http://imgur.com/a/nTdSY

So should i report this to Dark Revenant, or Alex?

E- i have to have 13 on hand to turn in, but doing so correctly removes 12 cores.

Ceebees fucked around with this message at 08:30 on Dec 10, 2015

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT
I think it's trying to ask for 12.5 cores but because you can't have fractional numbers of cores it's causing issues. Somewhere in there a float needs to be changed to an integer.

Stalkerr
Jun 10, 2012

RentACop posted:

Should slashing beams have a emp damage boost? The upshot of them in freespace proper was they would often damage turrets and subsystems as they swiped. Anyway that looks drat good

They probably will, if I can get the chance of EMP down enough. When I first started testing with Tachyons Lances as placeholders, which have a pretty high EMP stat, my freespace ships would constantly EMP each other, since neither has shields (which EMP has no effect against).

So, we'll see if it's fun or not.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Gobblecoque posted:

According to a quick exchange with Alex, it sounds like there's some sort of bug with the upper limit for bribe amounts. It also sounds like he's doing something to make the whole gravity of investigations a bit more transparent to players.

Fortunately I have console commands added specifically so I can just ignore poo poo like that.

Now I just have to find supplies for my poor fleet. I sold all of mine because Jangala was buying them and fuel at 1000 credit apiece. So now I have over 160K but my fleet is starving.

Suicide may be the best option.

Stalkerr
Jun 10, 2012

Beer4TheBeerGod posted:

Fortunately I have console commands added specifically so I can just ignore poo poo like that.

Now I just have to find supplies for my poor fleet. I sold all of mine because Jangala was buying them and fuel at 1000 credit apiece. So now I have over 160K but my fleet is starving.

Suicide may be the best option.

Starsector: When "literally kill all yourselves" is actually a strategy.

OwlFancier
Aug 22, 2013

-Troika- posted:

What ship do you guys have in your fleet (that regularly sees battle, freighters and poo poo don't count) that's survived the longest under AI control?

For me it's a Clam-class frigate, without an officer even. It's lasted through every single battle it's been in, without being disabled even once. It's the second ship I bought on this playthrough :shobon:

Clams are stupid ships. I really don't like them. They're just a pissy little frigate that sits there behind its stupid dumb shield and loving nopes everything you shoot at it.

It's broadly the same function as a phase frigate except the AI doesn't really understand it. Any phase frigate is generally effective in AI hands as long as it doesn't get too overwhelmed or attack-happy.

Stalkerr posted:

They probably will, if I can get the chance of EMP down enough. When I first started testing with Tachyons Lances as placeholders, which have a pretty high EMP stat, my freespace ships would constantly EMP each other, since neither has shields (which EMP has no effect against).

So, we'll see if it's fun or not.

Perhaps give them a hullmod which makes them highly EMP resistant? That would be consistent with a faction that doesn't use shields but does use EMP weaponry.

OwlFancier fucked around with this message at 16:31 on Dec 10, 2015

Stalkerr
Jun 10, 2012

OwlFancier posted:

Perhaps give them a hullmod which makes them highly EMP resistant? That would be consistent with a faction that doesn't use shields but does use EMP weaponry.

EMP resistance isn't a thing, unfortunately. I think it was just especially prevalent during testing since Tachyon Lances do 1000 EMP damage. Salamander MRMs, the ones that go straight for your engines, do 1500, for comparison.

I could probably code something in if it became a big enough issue (effectively give them resistance by halving EMP damage, or whatever).

Gwaihir
Dec 8, 2009
Hair Elf

Tanith posted:

http://fractalsoftworks.com/forum/index.php?topic=2012.0
I am also a complete sucker for glowing Homeworld hangar bays.

I also wish I could create a tool for converting old mods into an Independent Prism Freeport-like station that sells ships only from that mod. :sigh:

I really really liked that mod back in the day, definitely one of my favorite combinations of ship aesthetics and weapons.

OwlFancier
Aug 22, 2013

Stalkerr posted:

EMP resistance isn't a thing, unfortunately. I think it was just especially prevalent during testing since Tachyon Lances do 1000 EMP damage. Salamander MRMs, the ones that go straight for your engines, do 1500, for comparison.

I could probably code something in if it became a big enough issue (effectively give them resistance by halving EMP damage, or whatever).

I mean as in, there's that skill that reduces your EMP duration? Can you add a hullmod to make them recover from being EMPed quickly?

Stalkerr
Jun 10, 2012

OwlFancier posted:

I mean as in, there's that skill that reduces your EMP duration? Can you add a hullmod to make them recover from being EMPed quickly?

Yup!

Irae
Nov 19, 2011
Nothing survives in the hands of the AI in my fleets. Maybe the Afflictor I was using personally before jumping into a capital may not get blown up immediately in a somewhat serious fight, but by the endgame the enemy fleets get deadly enough that anything that's not built very specifically is on a countdown timer. That doesn't mean I have to replace everything non flagship every fight, but there are no ships standing out as "veterans".

I really mostly go solo in a capital ship as soon as it's safe to do anyway, if I want to be efficient. 40 deployment points 100% under player control do much better than splitting it with the AI. For how good it is, it goes both ways: that escorting frigate that takes a step in the wrong direction is getting overloaded and blown up instantly by focused fire from the enemy AI, that trigger happy Dominator that's coasting on flux is one needler salvo away from making the day of those bored looking dagger bombers.

Wallet
Jun 19, 2006

dis astranagant posted:

Isn't the Venom-X supposed to be at least as rare as the Hyperion and thus not something you should be running into much at all?

Do AI fleets take supply into account at all? I bought a Venom-X shortly after starting a new game, because it looked really strong for a frigate, and then I realized that it ate 4x as many supplies as my Wolf.

I've seen a lot of them for sale if they're supposed to be rare, but I can't find where the game defines what ships get sold where and that kind of poo poo.

Wallet fucked around with this message at 17:58 on Dec 10, 2015

StringOfLetters
Apr 2, 2007
What?

-Troika- posted:

What ship do you guys have in your fleet (that regularly sees battle, freighters and poo poo don't count) that's survived the longest under AI control?

For me it's a Clam-class frigate, without an officer even. It's lasted through every single battle it's been in, without being disabled even once. It's the second ship I bought on this playthrough :shobon:

Hammerhead Destroyer, a Mauler & Hypervelocity driver in the front slots, tac lasers, ham torpedoes, unstable injectors. It's a survivor, and it's useful!

Galm
Oct 31, 2009

Stalkerr posted:

I could probably code something in if it became a big enough issue (effectively give them resistance by halving EMP damage, or whatever).
Doesn't resistant flux conduits already half EMP damage (As well as increase venting speed)? The ships could just have that as a built-in.

Galm fucked around with this message at 18:25 on Dec 10, 2015

SHAOLIN FUCKFIEND
Jan 21, 2008

^EMP resistance is a mutable stat that can be granted by hullmods or other scripts (right now, its in vanilla SS through hullmods and player skills)

Anyone tried the Morpheus yet?

OwlFancier
Aug 22, 2013

SHAOLIN FUCKFIEND posted:

^EMP resistance is a mutable stat that can be granted by hullmods or other scripts (right now, its in vanilla SS through hullmods and player skills)

Anyone tried the Morpheus yet?

I have not tried it.

I have fought alongside it.

My experience with BRDY has more or less consistently been "What the gently caress is this poo poo?"

"Oh, that's a cool ship, wait what the gently caress it's spraying bullshit anime missiles everywhere, oh and it has a giant spinal laser thing, oh and it can teleport or some poo poo."

Then the next fleet had an imaginos in it.

I am now dead from anime bullshit poisoning. My corpse is to be buried with a pair of big red spiky sunglasses on.

FooF
Mar 26, 2010

SHAOLIN FUCKFIEND posted:

^EMP resistance is a mutable stat that can be granted by hullmods or other scripts (right now, its in vanilla SS through hullmods and player skills)

Anyone tried the Morpheus yet?

I just can't get BRDY to interact meaningfully with the rest of the sector. I've found a grand total of two the large ferrocannons and a few of the dart missiles in black markets but the ships and weapons just don't pop up outside of Gneiss. I think I've run into one BRDY trade fleet. I don't think I've ever seen them put out a named bounty, either.

They're too cool to be isolationists! ;)

I have tried the Morpheus in a dev-mode variant editor setting. I was...impressed...by the active armor rebuilding idea. The primary weapon seems weak-ish but the homing beam thingies completely brutalized frigates and destroyers. I'm still getting used to the Imaginos-style phase/repel shield.

I haven't tried it in a fleet setting but I imagine it's a great kiter and opportunist.

OwlFancier
Aug 22, 2013

FooF posted:

I haven't tried it in a fleet setting but I imagine it's a great kiter and opportunist.

When I fought with one it basically decided the fight. The homing missile things are insanely powerful. It just sat back and spammed them and everytime it did a little ship died.

I really hope it's classed as a cruiser or something because I can't see much in the way of weaknesses to it.

Doorknob Slobber
Sep 10, 2006

by Fluffdaddy
This game is really hard to get into. It feels like you should start with a fleet of ships just to compete.

Stalkerr
Jun 10, 2012

The Desdinova and Imaginos are my two favorite mod ships out of all Starsector mods.

I haven't seen an Imaginos for sale in months, though. The things are crazy rare in my games.

SHAOLIN FUCKFIEND
Jan 21, 2008

OwlFancier posted:

I am now dead from anime bullshit poisoning. My corpse is to be buried with a pair of big red spiky sunglasses on.

Excellent :kamina:

OwlFancier posted:

When I fought with one it basically decided the fight. The homing missile things are insanely powerful. It just sat back and spammed them and everytime it did a little ship died.

I really hope it's classed as a cruiser or something because I can't see much in the way of weaknesses to it.

It's a destroyer, but the logistic load and etc. is similar to a battlecruiser. So for all intents and purposes it's like a tiny capital ship, and should be treated as an equal threat. It also has High Maintenance.

Its main weakness is burst damage; hit it when it's used its defensive system and it can basically only dodge incoming damage (which it's good at, but it's not infallible) - strike beams also work well, like the Phase Lance, Tach lance, PDEs, CAS etc.

It also can't really get into a slugfest with a capital ship or strong cruiser without taking significant hull damage.

FooF posted:

I have tried the Morpheus in a dev-mode variant editor setting. I was...impressed...by the active armor rebuilding idea. The primary weapon seems weak-ish but the homing beam thingies completely brutalized frigates and destroyers. I'm still getting used to the Imaginos-style phase/repel shield.

I haven't tried it in a fleet setting but I imagine it's a great kiter and opportunist.

It's good as a glass cannon in a mixed fleet, since it murders all ships that aren't bricks when it gets close enough. It also sweeps the battlefield clean of missiles pretty well.

quote:


I just can't get BRDY to interact meaningfully with the rest of the sector. I've found a grand total of two the large ferrocannons and a few of the dart missiles in black markets but the ships and weapons just don't pop up outside of Gneiss. I think I've run into one BRDY trade fleet. I don't think I've ever seen them put out a named bounty, either.

Hmm, you may have been unlucky. They get quite active in SS+ and also interact quite a bit in vanilla - as for gear, that's just part of how the reputation and faction revamps work, military gear is now more gated than ever. You'll usually get blackrock gear by killing them or allying with them, unless you're playing SS+.

E: But actually I might add a BRDY station or something to an existing system, just to spread them out a bit more, like Tiandong did.

SHAOLIN FUCKFIEND fucked around with this message at 19:06 on Dec 10, 2015

Mordja
Apr 26, 2014

Hell Gem

SHAOLIN FUCKFIEND posted:

E: But actually I might add a BRDY station or something to an existing system, just to spread them out a bit more, like Tiandong did.

Please do. That's been my problem with some faction mods (cozy with the Imperium right now); they only have one planet with a military market, hope you got lucky on the dice rolls! In the last version I played, supply fleets would spawn routinely and add new stock, but I'm not sure how it actually works right now.

Fajita Queen
Jun 21, 2012

Is there any easy way to get a bit of starting rep with a faction that isn't putting out bounties or missions? I want to get a Tiandong or BRDY commission but the only factions I've been able to get rep with are the obvious hegemony and independent (and Citadel, which starts at 25 rep but doesn't have commissions yet). This is a problem I run into in most of my games, actually.

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Arrath
Apr 14, 2011


The Shortest Path posted:

Is there any easy way to get a bit of starting rep with a faction that isn't putting out bounties or missions? I want to get a Tiandong or BRDY commission but the only factions I've been able to get rep with are the obvious hegemony and independent (and Citadel, which starts at 25 rep but doesn't have commissions yet). This is a problem I run into in most of my games, actually.

Bring in a big load of goods to sell on the open market for a Trading rep bump?

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