Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Lowen
Mar 16, 2007

Adorable.

Salean posted:

Wait, Prism Freeport? Is that SS+ or Nexerelin?

I'm awful at this game!!

Either or both. Nexerelin has it as an option when generating a new map, by default it's off.

Adbot
ADBOT LOVES YOU

dis astranagant
Dec 14, 2006

Salean posted:

Wait, Prism Freeport? Is that SS+ or Nexerelin?

I'm awful at this game!!

There's a mod you might like that gives you access to a half price shop and insurance for your ships at low levels. IDK if it's updated yet.

Salean
Mar 17, 2004

Homewrecker

If it helps this is what I'm running for mods




SHAOLIN FUCKFIEND posted:

Adding more brdy markets in the future should increase their mission frequency.

I really like the number of diable avionics locations you can visit, it'll be great to have more brdy planets and/or stations

BULBASAUR
Apr 6, 2009




Soiled Meat
Been playing SS for a few years now and it's really a top notch game.

Are there any ship, combat, or faction types you'd like to see or see more of in the game? I've been working on a faction mod and have a few sprites with a nice art direction, but I'm at the point that I need to decide what they'll do in the game.

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

Some kind of ship that can do stuff like act as a flux sink for neighboring friendly craft, or passively increase shield efficiency with a higher active boost would be pretty rad.

dis astranagant
Dec 14, 2006

Anticheese posted:

Some kind of ship that can do stuff like act as a flux sink for neighboring friendly craft, or passively increase shield efficiency with a higher active boost would be pretty rad.

That's called a Paragon. Just get behind it and pop the fortress shield. If the captain has that skill that lets him passively vent hard flux it takes a ridiculous amount of firepower to make its flux move.

Platystemon
Feb 13, 2012

BREADS
I like Paragons. It’s really satisfying to slaughter all of their compatriots, then roll up on the Paragon with an entire battle group.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Alternatively just have one of the new Afflictors zoom up on them and push F. If you have enough firepower around you can kill them before they finish raising shields.

BULBASAUR
Apr 6, 2009




Soiled Meat

Anticheese posted:

Some kind of ship that can do stuff like act as a flux sink for neighboring friendly craft, or passively increase shield efficiency with a higher active boost would be pretty rad.

I was thinking of a faction that relied on synergy and that's a neat idea. I definitely want a marine transport that actually increases your boarding chances too. Maybe a CIC ship that reduces CR degradation in an area around it or boosts sensor range.

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

BULBASAUR posted:

I was thinking of a faction that relied on synergy and that's a neat idea. I definitely want a marine transport that actually increases your boarding chances too. Maybe a CIC ship that reduces CR degradation in an area around it or boosts sensor range.

Yeah. All of those are pretty great (I was thinking about a boarding ship as another suggestion), though I'd have the CIC ship be one thing, and the sensor one/AWACS be another. Can you upload some screenshots of your ship art?

BULBASAUR
Apr 6, 2009




Soiled Meat
Here's a destroyer that I've done the most work on. It's my first time with pixel art so feedback would be great:



I'm going for a worn retro look, the idea being that a group of historians had a bunch of antiquated ship templates from the old domain days. They manufacture the ships and then refit them as best as they can. The ships use an antiquated flux venting system- they have a cooldown for how often you can vent flux and vent much slower, but slowly dissipate flux without venting (dumb fluff to justify everything having fins on it). Your idea of support ships that act as a flux sink is neat and fits into this pretty dang well.

I haven't put this in engine yet, but here's a more vibrant version with little vents in the fins and some mounts. Not sure which I prefer:



I'm a big fan of the Mayorate and our resident goon's BRDY's art style, but I am trying for something different and am worried how it looks compared to ye old vanilla ships:

Mordja
Apr 26, 2014

Hell Gem
I like the design a lot and I'm no pixel artist, but it looks kind of blurry. I'm sure one of the resident modder superstars will be around to give you some real pointers, but that's my take.

MShadowy
Sep 30, 2013

dammit eyes don't work that way!



Fun Shoe

BULBASAUR posted:

Here's a destroyer that I've done the most work on. It's my first time with pixel art so feedback would be great:





The shape seems fine, and it definitely does have a nice retro feel. The silhouette seems pretty good and is quite distinct. However, it's a bit loose with the detail work and could probably use some tightening up; the engine/bridge section is pretty solid, but the hull plating feels blurry and indistinct, and the play of light and shadow in this section, particularly in the area around the bridge and just ahead of the thrusters, somewhat confuses the forms. It also contrasts somewhat badly with the much sharper details of the engine/bridge section.

Overall color use seems fine, value contrast on the main hull might benefit from being somewhat more pronounced but I doubt that it's really necessary; mostly just need to work on main hull forms legibility.

E: Also, not too sure about the huge glow coming off the bridge windows; if you're going for that effect you might want to put a bit more effort into it.

lollontee
Nov 4, 2014
Probation
Can't post for 10 years!
I really like the general shape of it too, with a bit more shading work on the armor plates and engines to make them more contrasting, it'll look great. Maybe consider adding the tinies bit more greeble on the engine block to increase contrast with the smooth hull. Perhaps move the thrusters apart horizontally and add some between them.

BULBASAUR
Apr 6, 2009




Soiled Meat
Thanks everyone, that's exactly the stuff I was looking for. I'll play around with a V2.0 and see what you think of it. Thanks for the feedback.

robotsinmyhead
Nov 29, 2005

Dude, they oughta call you Piledriver!

Clever Betty
I've got a good, long playthrough going now with my first tries on a lot of mods - definitely a better game, though the progression and difficulty curves are significantly different.

Currently rolling around with a suped-up wolfpack of Desdinovas. The BRDY ships are all so drat cool, but I'm worthless piloting some of them due to weird broadside gun setups (Gonodylactus!) Still have my Scarab from the beginning with an AI pilot that absolutely rolls multiple enemy ships and knows when to run.

Questions is, I HATE the Templar as a faction and end up running from fights with even small numbers of their ships. Can I uninstall that mod without screwing stuff up / use the savegame changer mod?

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.
Well, they're there to be hated and feared, so it sounds like they're working precisely As Intended. But yeah, Templar are more meant to spice things up for jaded long-time players, i can see them being quite overwhelming. Consider putting them back in when business as usual no longer poses an engaging challenge to you...

To answer the questions, no and yes, respectively - no, you can't uninstall any mod that changes a campaign from a save file, it will refuse to load. You can add new mods to a campaign in progress, it'll give you a warning but ultimately work, but their planets won't spawn or anything. And, lastly, the Save Transfer mod will work for what you want.

Soup du Journey
Mar 20, 2006

by FactsAreUseless
If you don't want to trash your current run, you could go into the weapon data file for the templars and slash all their damage by half, or a quarter, or something.

FalloutGod
Dec 14, 2006
So whats the current opinion on what kind of captains go in what type of ships? I've read cautious or timid for carriers. I've tried fielding aggressive captains but they seem to get them selves killed once I start having 20+ ship fights. Steady people seem to stay alive longer but then they attack so limp wristedly they let even easy fleeing targets escape. I could be just commanding my ships wrong but I tend to let them do their own thing unless I need specific escort duty required for certain formations.

Edit: I guess a lot of behaviors depend on what ship/weapons the captain is using too so maybe its not an easy question to answer. Any tips on the best way to use fighters/bombers? In my limited usage they tend to get shot up before they do anything and don't provide much for the supply cost they eat. Are they an asset best kept in the back lines until a specific opportunity arises? I'm not using military grade stuff so maybe that has something to do with it as well.. Hmmmm...

FalloutGod fucked around with this message at 03:33 on Mar 17, 2016

robotsinmyhead
Nov 29, 2005

Dude, they oughta call you Piledriver!

Clever Betty

FalloutGod posted:

So whats the current opinion on what kind of captains go in what type of ships? I've read cautious or timid for carriers. I've tried fielding aggressive captains but they seem to get them selves killed once I start having 20+ ship fights. Steady people seem to stay alive longer but then they attack so limp wristedly they let even easy fleeing targets escape. I could be just commanding my ships wrong but I tend to let them do their own thing unless I need specific escort duty required for certain formations.

I'm fairly new to this, but anything under Aggressive won't do poo poo. Perfect for missle cruisers and carriers. I put a STEADY in my first Battleship role and it got a whopping 2 frigate kills and left everyone to die and stayed WAY back, despite really setting it up as a rally-point/wide area PDE zone.

dis astranagant
Dec 14, 2006

robotsinmyhead posted:

I'm fairly new to this, but anything under Aggressive won't do poo poo. Perfect for missle cruisers and carriers. I put a STEADY in my first Battleship role and it got a whopping 2 frigate kills and left everyone to die and stayed WAY back, despite really setting it up as a rally-point/wide area PDE zone.

Steady hangs out at max range of its longest ranged weapon if at all possible and won't put much effort into chasing down fleeing enemies. They're good at staying alive but you'll have to do all the killing yourself. Aggressive will chase people down but the reason steady won't is because it can be quite risky.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.
You can improve a Steady captain's performance by keeping all their weapon ranges within 100su or so of each other, so even when trying to hover they'll accidentally float in enough to be useful sometimes. To be honest, though, I've found even aggressive captains to be a bit poor about stopping fleeing enemies, so i mostly stick to steadies for the increased survivability. Once you have a few command points from the Leadership tree, you can create actual engagements by rallying your fleet into where you expect the enemy to be, and even steadies will do a reasonable job about holding the space and trying to force the enemy back.

I'd still love a "stop this ship at all costs' tactical command. "Engage" and "Intercept" just don't cut it.

Bold Robot
Jan 6, 2009

Be brave.



Ceebees posted:

I'd still love a "stop this ship at all costs' tactical command. "Engage" and "Intercept" just don't cut it.

This would really be great.

Platystemon
Feb 13, 2012

BREADS

FalloutGod posted:

So whats the current opinion on what kind of captains go in what type of ships? I've read cautious or timid for carriers. I've tried fielding aggressive captains but they seem to get them selves killed once I start having 20+ ship fights. Steady people seem to stay alive longer but then they attack so limp wristedly they let even easy fleeing targets escape. I could be just commanding my ships wrong but I tend to let them do their own thing unless I need specific escort duty required for certain formations.

Edit: I guess a lot of behaviors depend on what ship/weapons the captain is using too so maybe its not an easy question to answer. Any tips on the best way to use fighters/bombers? In my limited usage they tend to get shot up before they do anything and don't provide much for the supply cost they eat. Are they an asset best kept in the back lines until a specific opportunity arises? I'm not using military grade stuff so maybe that has something to do with it as well.. Hmmmm...

I’ve been trying 100% cautious officers, and it works pretty well. They cover each other and never overcommit or get overwhelmed.

I lead the charge, and if I want my other ships to be more aggressive I issue them direct commands.

cock hero flux
Apr 17, 2011



FalloutGod posted:

So whats the current opinion on what kind of captains go in what type of ships? I've read cautious or timid for carriers. I've tried fielding aggressive captains but they seem to get them selves killed once I start having 20+ ship fights. Steady people seem to stay alive longer but then they attack so limp wristedly they let even easy fleeing targets escape. I could be just commanding my ships wrong but I tend to let them do their own thing unless I need specific escort duty required for certain formations.

I only put Aggressive Captains in either civilian ships or phase ships. Everything else will cause them to get killed immediately.

wolfman101
Feb 8, 2004

PCXL Fanboy
Aggressive captains seem to do well for me, although a couple ceavats there. 6 of 8 captains I have are aggressive so there are multiple ships charging at the same time. They are also in frigates with safety overrides so they escape as soon as they decide they need to. I think the AI doesn't really account fully for travel time to leave the enemy gun's range considering ship speed normally.

FalloutGod
Dec 14, 2006
So I'm using Starsector+ as well as Nexerelin and I have Free Prism enabled. I noticed an odd thing. The station gives me missions from Free Prism to deliver to Free Prism with items it currently sells. I can usually make an easy 100k just visiting every now and then and buying what they want for a mission from them and then giving it back to them. I stopped after 150k because I started to feel a little too cheaty. Funny bug though.

As far as actually playing the game more its quite overwhelming. Figuring out what kind of weapons go best with what kind of ships is tough. I wish there was a mod that allowed you to enable only certain factions ships/weapons. Would be nice to play a while only using a single factions armaments so I could get some serious play time with them without being overwhelmed with choices. I haven't even added in any 3rd party factions and there's still so many to pick from. A mod that clarifies the DPS stat of each weapon would be nice as well. For example if it was energy it would show the DPS to shields/armor/hull instead of just a single number. The game is a lot of fun but isn't very newbie friendly at the moment. That makes sense though considering its still in alpha. I'm sure that polish will come near launch.

The Chad Jihad
Feb 24, 2007


SS+ adds a wad of guns and ships, btw

Lowen
Mar 16, 2007

Adorable.

FalloutGod posted:

So I'm using Starsector+ as well as Nexerelin and I have Free Prism enabled. I noticed an odd thing. The station gives me missions from Free Prism to deliver to Free Prism with items it currently sells. I can usually make an easy 100k just visiting every now and then and buying what they want for a mission from them and then giving it back to them. I stopped after 150k because I started to feel a little too cheaty. Funny bug though.

I actually stopped using the prism freeport in my Nexellerin games because of all the garbage delivery missions it generated. Also, I never actually used the high-end market. I try to collect all the weapons for the omnifactory though, it's great for fitting out ships.

As for the damage types, it's pretty simple. Kinetic is double vs shields, half vs hull and armor, while explosive damage is the other way around.

Energy has no bonuses or penalties.

Fragmentation is 1/4th vs shields or armor, so it's only good for shooting down missiles (wikis and tooltips etc say it's also good vs fighters, but fighters typically have armor and possibly also shields).

Also like FalloutGod said above, SS+ adds a bunch of new ships and weapons so it's like having a faction mod or two in terms of more stuff to know.

Platystemon
Feb 13, 2012

BREADS
The reason to use fragmentation weapons is that they typically deal a shittonne of raw damage and have ludicrous flux efficiency.

Who cares if there’s a 25% multiplier if the base damage is 500% as much as a weapon you’d use instead?

Fragmentation is still poor at breaking big ships’ shields and armour (because they don’t get a 200% multiplier against anything, their range generally sucks, and they do low damage‐per‐shot), but a fighter’s 100 armour isn’t a problem. You’ll be through it in a fraction of a second and then fragmentation wrecks the hull like nothing else.

dis astranagant
Dec 14, 2006

Platystemon posted:

The reason to use fragmentation weapons is that they typically deal a shittonne of raw damage and have ludicrous flux efficiency.

Who cares if there’s a 25% multiplier if the base damage is 500% as much as a weapon you’d use instead?

Fragmentation is still poor at breaking big ships’ shields and armour (because they don’t get a 200% multiplier against anything, their range generally sucks, and they do low damage‐per‐shot), but a fighter’s 100 armour isn’t a problem. You’ll be through it in a fraction of a second and then fragmentation wrecks the hull like nothing else.

https://www.youtube.com/watch?v=Ztd0csvDyE4

That's why you frag damage.

Minarchist
Mar 5, 2009

by WE B Bourgeois

:stare:

I didn't think you could kick an Onslaught's rear end that thoroughly that quickly with just an Enforcer.

dis astranagant
Dec 14, 2006

Minarchist posted:

:stare:

I didn't think you could kick an Onslaught's rear end that thoroughly that quickly with just an Enforcer.

Official forums accused me of cheating. There's no cheats and no character skills involved. In that particular video I have Imperium's 2 vulcans welded together and shoved in a medium slot weapon: the hellfire chaingun.

Platystemon
Feb 13, 2012

BREADS

dis astranagant posted:

Official forums accused me of cheating. There's no cheats and no character skills involved. In that particular video I have Imperium's 2 vulcans welded together and shoved in a medium slot weapon: the hellfire chaingun.

Is that the one that’s something like 1000 DPS/80 flux per second?

dis astranagant
Dec 14, 2006

Platystemon posted:

Is that the one that’s something like 1000 DPS/80 flux per second?

Like I said, 2 vulcans welded together. Every other mod has some flavor of that. HMGs are usually more effective, though.

Platystemon
Feb 13, 2012

BREADS

dis astranagant posted:

Like I said, 2 vulcans welded together. Every other mod has some flavor of that. HMGs are usually more effective, though.

Vulcans (and flak) do splash damage, though.

I find that that Imperium weapon isn’t actually all that great against missiles. I have more success with BRDY’s version. It has worse DPS/flux stats and still doesn’t splash, but for whatever reason it hits missiles more reliably.

dis astranagant
Dec 14, 2006

Platystemon posted:

Vulcans (and flak) do splash damage, though.

I find that that Imperium weapon isn’t actually all that great against missiles. I have more success with BRDY’s version. It has worse DPS/flux stats and still doesn’t splash, but for whatever reason it hits missiles more reliably.

Vulcans don't splash, only flak does.

Zudgemud
Mar 1, 2009
Grimey Drawer

Platystemon posted:

Vulcans (and flak) do splash damage, though.

I find that that Imperium weapon isn’t actually all that great against missiles. I have more success with BRDY’s version. It has worse DPS/flux stats and still doesn’t splash, but for whatever reason it hits missiles more reliably.

Vulcans have poo poo aim and sprays bullets in a cone shaped area, this is one main reason why they are so good at killing missiles, as they don't need to lead the missile as well. They do not have splash.

The Chad Jihad
Feb 24, 2007


The mudskipper mk 2 is the new buffalo mk2: ubiquitous, weak, lucrative (frequently drops huge weapons), and occasionally wrecks high-tech frigates when they forget that it is indeed a large ballistic mount and you should probably have had your shields up

Adbot
ADBOT LOVES YOU

Exodee
Mar 30, 2011

Damp and depressing.
It must be a goon in its
natural habitat!

Lowen posted:

As for the damage types, it's pretty simple. Kinetic is double vs shields, half vs hull and armor, while explosive damage is the other way around.
Nah, both kinetic and explosive damage do regular damage against hull. In fact, I think every damage type does full damage against bare hull, which is why I tend to prefer having a larger ratio of kinetic weapons over explosive ones.

Platystemon posted:

I find that that Imperium weapon isn't actually all that great against missiles. I have more success with BRDY's version. It has worse DPS/flux stats and still doesn't splash, but for whatever reason it hits missiles more reliably.
Some point defense weapons perform worse if you equip a ship with an Advanced Targeting Unit or something similar, since they'll get bogged down trying to shoot down nearby frigates and stuff. Maybe that's why you're seeing the discrepancy? Overall though, I think Flak Cannons are the most reliable anti-missile defense by far, although they're not all that great against fighters IIRC.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply