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Phrosphor posted:I really appreciate your write-ups and redesigns, I know my stuff lacks a lot of finesse (especially my flag) and it's cool to see each design pushed to the next level. Thank you. I wouldn't call it "finesse", mine is more meticulous grognard stats-whoring while making an attempt at staying visually satisfying at the request of the customer.
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# ? Dec 8, 2021 03:34 |
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# ? Jun 11, 2024 06:47 |
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I tried out this "always stay below" ships and they were great even with my embarrassingly bad flying skills. Then I got an embarrassing amount of critical hits against me from parked ships and defence cars. How do you deal with that?
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# ? Dec 8, 2021 13:40 |
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VictualSquid posted:I tried out this "always stay below" ships and they were great even with my embarrassingly bad flying skills. Then I got an embarrassing amount of critical hits against me from parked ships and defence cars. How do you deal with that? Parked defense cars are basically area denial for ground huggers. Thankfully you don't need to pop them to win combat.
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# ? Dec 8, 2021 18:56 |
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Bootcha posted:Okay... Starting off with the Flagship... Any chance of posting the files for these guys? I'm in love with these designs!
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# ? Dec 11, 2021 16:14 |
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Alrighty, for those of you still interested, I just started my hardmode campaign with the custom fleet built to the budget of the money made in the vanilla playthrough. I promise to be a lot more active in the thread this time - thanks for hanging around and chatting in my absence. I have two videos here: https://www.youtube.com/watch?v=fGHWEmoggC8 First one is the actual campaign start and the second is a quick video of last minute refits to the planned ships based on community feedback. Thanks to everyone who has been posting suggestions and comments on these ships! https://www.youtube.com/watch?v=ji5Sb4kcczw When I get some time I am going to tidy up the first post so it has links to all the videos and mentions this playthrough!
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# ? Dec 13, 2021 22:31 |
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I had never heard of this game but am a good ways into the vanilla campaign. Super cool game that I could never, ever play
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# ? Dec 13, 2021 23:00 |
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What could go wrong, strapping explosives to the side of your interceptors? Even on normal difficulty, every time I was tempted and slapped a Zenith on those little hull tabs on the side of my Lightnings, if I didn't use the missiles instantly in the next fight they would be shot off guaranteed.
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# ? Dec 14, 2021 00:36 |
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Vanilla Bison posted:What could go wrong, strapping explosives to the side of your interceptors? This has been the most posted issue with the video so far, so I need to address it in the next one. I think I might be able to squeeze an internal missile mount for one zenith if I move some stuff around, but I can't afford a long refit. ilmucche posted:I had never heard of this game but am a good ways into the vanilla campaign. Super cool game that I could never, ever play Thank you! The game is probably one of the tensest and most stressful games I have ever played, I love it!
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# ? Dec 14, 2021 00:49 |
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Apparently they've updated to 1.15 and fixed a bunch of stuff?
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# ? Dec 14, 2021 02:27 |
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El Spamo posted:Apparently they've updated to 1.15 and fixed a bunch of stuff? Hah. code:
Added correct torque for marching engines. Marching engines can be rotated 90 degrees. Added correct torque for marching engines. This changes everything. Phrosphor fucked around with this message at 03:46 on Dec 14, 2021 |
# ? Dec 14, 2021 03:44 |
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Which ones are the marching engines?
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# ? Dec 14, 2021 04:20 |
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El Spamo posted:Which ones are the marching engines? Presumably the D30S and RD51 stationary engines which primarily contribute to worldmap speed+efficiency but previously did not generate torque regardless of ship structure. Which can make landing damaged ships difficult or sometimes impossible without first repairing and/or removing maneuvering engines (NK25, RD59, D30) to fix an imbalance, because those apply torque even if you don't want them to. It would be amusing, though unlikely, if my dumb shitpost of a bug report actually influenced the decision behind that change. bonus silentsnack fucked around with this message at 06:14 on Dec 14, 2021 |
# ? Dec 14, 2021 04:43 |
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Phrosphor posted:
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# ? Dec 14, 2021 06:07 |
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Apparently the APS (Palash) not refreshing properly for the player was a "bug" so now player's Palash is equal to AI Palash. This is the game-changer for me, covering your mandatory exposed engines with Palash is HUGE.
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# ? Dec 14, 2021 07:27 |
TheDemon posted:Apparently the APS (Palash) not refreshing properly for the player was a "bug" so now player's Palash is equal to AI Palash. This is the game-changer for me, covering your mandatory exposed engines with Palash is HUGE. That's...I might have to continue my mad campaign and get owned. And then make the Howling Demon class Death Bricks.
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# ? Dec 14, 2021 08:13 |
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Phrosphor posted:
DESCEND! https://www.youtube.com/watch?v=KjiC_mNJhec
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# ? Dec 14, 2021 08:17 |
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Is ramming viable? I'm now imagining a ship that is like as cheap as possible to get an articulated engine or two mounted on a static engine and a V of armour plating. Facing down.
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# ? Dec 14, 2021 09:04 |
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Crazy Achmed posted:Is ramming viable? I'm now imagining a ship that is like as cheap as possible to get an articulated engine or two mounted on a static engine and a V of armour plating. Facing down. The game is aware of ramming and pytor will call you on it, and more ramming beings a downward morale spiral. That being said, I do think there's a (semi) viable tactic out there for making ships with spikes or lances to impale into other ships without completely obliterating yourself.
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# ? Dec 14, 2021 17:18 |
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https://www.youtube.com/watch?v=vwhSnMg_Vkw
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# ? Dec 14, 2021 17:21 |
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Bootcha posted:The game is aware of ramming and pytor will call you on it, and more ramming beings a downward morale spiral. Oh, that's amazing that they coded in that stuff about ramming specifically, I love all the little details in this game. Now, of course, this means you have to design a ship called the Narwhal...
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# ? Dec 15, 2021 08:20 |
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Crazy Achmed posted:Oh, that's amazing that they coded in that stuff about ramming specifically, I love all the little details in this game. Sseth's review mentions a few varieties.
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# ? Dec 15, 2021 09:09 |
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Discovered that the v1.14 nerf to elevated guns isn't really all that effective if you get creative, because triangular hullbits can be elevated up to (but no higher than) the rectilinear parts they're connected to, and there's still the somewhat obscure mechanic that makes turrets and maneuvering engines automatically elevate themselves up to z=+1 even with no surrounding hull. Top left shows a basic layout without clutter in the way, except on its own it isn't enough. To the right is a variation that can achieve the same effect with big hull/engines/turrets which you probably wouldn't want exposed on an actual ship, and it's worth noting the Mk6 Squall at the top-right does elevate as one might expect, but cannot fire downward. Bottom-leftish part is a copypaste of the initial structure but with relevant parts to show where the jankiness comes together: It's a relatively compact package that gives you 16(!) elevated turrets that can shoot over fuel tanks even after the nerf but without any awkward +4 hulls to throw a wrench in designs. If you really want I guess you could probably make a goofy overpowered Doom Fortress based on the modular layout, but the main takeaway here is that triangles will break your brain. You're welcome. silentsnack fucked around with this message at 22:55 on Dec 15, 2021 |
# ? Dec 15, 2021 22:49 |
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Posting this to reddit as an unironic good build.
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# ? Dec 15, 2021 23:25 |
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Bootcha posted:The game is aware of ramming and pytor will call you on it, and more ramming beings a downward morale spiral. Someone a few months ago on the reddit created ships with 'ramming' discarding sections that were intended to be blown off really easy and crash down into big ships below them doing tons of damage. I can't find them now though.
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# ? Dec 15, 2021 23:59 |
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Phrosphor posted:Someone a few months ago on the reddit created ships with 'ramming' discarding sections that were intended to be blown off really easy and crash down into big ships below them doing tons of damage. I can't find them now though. You can also create a manual release by having a section of the ship attached to a load-bearing bomb. It's about as dumb as it sounds, but it works. As soon as you drop the bomb, the breakaway segment is no longer connected to the ship so you have more precise control over when you drop your weaponized meme mjollnir/hindenberg/shivalingam/thwomp/etc
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# ? Dec 16, 2021 03:20 |
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Speaking of bombs, I discovered a weird mechanic involving them and surprise attacks from a video comment: https://www.youtube.com/watch?v=x5N0btRd3q8 Could be a bug, could be a feature, who knows?
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# ? Dec 16, 2021 10:48 |
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Wild. Never heard of that either. Do you know if it only applies to your active ship? Ie can you put a bomb on a skylark and have your lightning that goes in first still get the extra time?
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# ? Dec 16, 2021 13:59 |
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In that video dropping the bomb early seemed to end the delay immediately, so I think it needs to be attached to your active ship.
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# ? Dec 16, 2021 14:00 |
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When campaign start!?
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# ? Dec 20, 2021 00:34 |
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Phrosphor posted:Speaking of bombs, I discovered a weird mechanic involving them and surprise attacks from a video comment: Almost certainly a feature; bombs would be completely dead weight if you never got to use them - which would happen all the time with a 10 second takeoff time.
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# ? Dec 20, 2021 03:14 |
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OK, so don't take this as actual criticism of your flying, Phrosphor - it's a million times better than what I could ever do, and the combat minigame is clearly designed to be harsh and unforgiving. It looks to me like when you use the long aiming indicator you're better at sighting dead at your target but less good at leading it? Like, great for laser-guided but not so good for HE shells. I'll miss the crab legs on the audacity design, they're very aesthetically pleasing. But I guess looks have to come second to not risking a massive explosion on landing...
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# ? Dec 22, 2021 09:36 |
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For putting ELINT on the Screamer you could move the radio antennas over so both sensor+jammer have full range? Also if you want to split a fleet and have one ship carry equipment while others are repairing, there's a workaround where you do everything backwards: (0) the game needs to stay paused while doing this (1) figure out which ships you want to stay in the city to repair (Group A) and which ones you want to leave (Group B) (1a) okay now do the exact wrong thing and split the fleet by ordering A to fly into some random location in the desert, because we're fighting UI JANK with STRATEGIC IDIOCY (1b) tell Pyotr to stuff it when he warns you about interrupting the repairs, he might feel disappointed at having to follow crazy contradictory orders but he can deal with it (2) order Group B to fly to wherever you want them to deliver the cargo (3) now the fleet is split and both fleets are moving to different destinations, leftclick to select the Group A and give them a new order by zooming the map in enough that the game will let you click inside the city circle where the mouse shows a "LAND" indicator instead of the cursor-snapping onto Group B which merges the fleets, and rightclick to order Group A to travel to the city they're currently in. This deletes their move order before they take off, so repairs don't get interrupted. (4) optionally you can double-check by selecting each fleet and hitting the 'enter town' button: if you've done it right then you'll end up with two groups, A should be stationary in the city with all of its ships still repairing (and no inventory), and B in the process of taking off to whichever destination (loaded with bombs or whatever) (5) unpause and do whatever
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# ? Dec 22, 2021 19:29 |
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There's an even easier way. 1. With the fleet you want to move, set a destination. The fleet will split on the map screen. 2. PAUSE 3. Select the fleet that is staying and SELL any equipment you want to be on the moving fleet. 4. Select the fleet that is moving and BUY any equipment you want on it. So easy.
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# ? Dec 22, 2021 21:01 |
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That reminds me I should post the video: https://www.youtube.com/watch?v=7m1H4KIhVQM One of the nice things about our screamers is all the support work they are doing. And refuelling for pennies means I am not worried about flying them around on a hunch.
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# ? Dec 23, 2021 00:08 |
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Yeah. Having elint on them would be neat as well, since I guess you could sit a few of them in the desert forming a perimeter, giving you early warning on anyone getting close to your fleet or strike groups? Can you also scout for hidden cities with planes like you did with the screamer? I'm imagining the flagship parking up in a city at the edge of one of those suspicious empty regions, then sending like 8 planes fanning out over the entire area at the same time.
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# ? Dec 23, 2021 02:26 |
Would playing this game as a broader war simulator instead of a guerilla/commando strike group be enjoyable? Basically the end state after you reach Khiva but stretch that last battle into an entire game. Maybe allow your side to have allied AI in the battle, but that can be hit or miss depending on how good the allied AI would be. I don't know if the overall concept would be overly tedious, even though to concept of multiple fleets slamming into each other is exciting. Does the reward from each completed run stack from NG+ completion? And is it successful runs or failed runs too? It seems to me that a very old save file can allow you to accumulate so many funds that you could start off with a couple massive fleets instead of just one.
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# ? Dec 30, 2021 17:05 |
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Donkringel posted:Would playing this game as a broader war simulator instead of a guerilla/commando strike group be enjoyable? Basically the end state after you reach Khiva but stretch that last battle into an entire game. Maybe allow your side to have allied AI in the battle, but that can be hit or miss depending on how good the allied AI would be. I don't know if the overall concept would be overly tedious, even though to concept of multiple fleets slamming into each other is exciting. It doesn't really stack, from what I can tell the bonus only replaces the old value if it's higher, but there seems to be a way to run up the score a little bit... The carryover bonus doesn't consider how much money/etc you have at the end of the campaign; only the ships you destroy through combat (airstrikes/missiles count) so if you want to get your score a bit higher the obvious thing to do is play on hardmode and clear the entire map before triggering the endgame, but there's also a way to generate more ships to destroy, through an incredibly dumb exploit: Before hitting Khiva send a fast ship to travel around the map recruiting every mercenary you can, sell their guns/missiles/radar/etc which won't be necessary, then send the useless ship into combat but intentionally keep resetting until the ship hits Morale 0 and flips sides to join the hostile fleet. Also for all of the ships you get for free after Khiva, you can do the same thing. If you really want to optimize this then maybe leave a few garrisons around the map untouched until after you've cleared all the tac/strike groups, so your throwaway chumps don't have to travel far and need multiple stops to refuel. Just beware that having an entire fleet of 5+ ships hit morale0 at the same time sometimes causes CTD. TheDemon posted:once you're exploiting to that degree just edit the save, it's plaintext yeah there's a difference between [technically possible, while staying within game mechanics/rules] actions vs [something actually worth doing], and the descriptor "incredibly dumb exploit" was supposed to indicate this falls into the former category. this is the kind of gedankenexperiment best left as a hypothetical/academic exercise silentsnack fucked around with this message at 09:30 on Dec 31, 2021 |
# ? Dec 30, 2021 17:59 |
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once you're exploiting to that degree just edit the save, it's plaintext
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# ? Dec 31, 2021 07:15 |
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Heroic effort versus that gladiator! I feel like if you're going up against these brutal garrisons armed with buckets of prox ammo, it's probably worth firing off any missiles you have relatively early in the engagement? Also "Highfleet: I did it, but I died" seems like a good new thread title
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# ? Jan 4, 2022 11:58 |
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# ? Jun 11, 2024 06:47 |
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Well it seems like you are on video 4 and you haven't even posted video 3 yet. So much for that .
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# ? Jan 5, 2022 04:51 |