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Drone_Fragger
May 9, 2007


Piloting a hound is the closest thing a player can get to piloting a fighter in starsector :v

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Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe
I have some questions about strike groups. Is it worth it to set a specific strike group rally point or am I just as good sticking a general fighter recovery point and calling it a day?

Shoeless
Sep 2, 2011
So what are people's thoughts on the Ironclads mod? So far it looks like a lot of effort went into it and it seems really polished. Lots of developed systems, color coded for which factions control them for your convenience! A big trading component, mining, etc. So far though I'm kind of disappointed. Now I only played for about 30 minutes before I got a crash from a bug (fair enough, he DID warn that he wanted to delay until 6.1a but demand was big so he put out a stopgap version for peoplee, so having some bugs can be expected) but what I played was... well, busywork. It seems that each time you start you begin, regardless of your choices, with basically the worst ship in the game. 10 Cargo capacity, 20 fuel, 1 crew, one small ballistic mount. Basically he intends for you to begin not by hunting pirates, but by trading. Now, fair enough; I've seen plenty of complaints about the overly high Risk:Reward starting out in vanilla, so having something more steady and with less risk seems welcome. The issue is is that you really don't have a -choice- in the matter; even a single pirate ship will tear you apart. Granted it seems major faction controlled systems are mostly free of pirates, as you might expect from highly militarized nations, so at least in system you needn't worry too much, or even in hyperspace. But the issue I have is that the payout from trading is extremely low. Let's look at how it will probably go. You have your starting ship with 5 free OP. You know you have to trade so of course you get the 5 OP hull mod that increases cargo space by 20, giving you 30 total. You maybe sneak a peak at the hint post that says where certain trade goods sell lowest and buy highest, so you go to the sell system, buy up as much as you can carry or afford, and then go to the sell system. Oh boy, you think, going from the lowest buy price to the highest sell price should make me get a few thousand credits at least! Well.... no. You end up with, for 30 tons of cargo from Stalevar Orbital Factory to Gianopolis Ship Yard you rake in a profit of about 800 credits. Minus the ~500 that it costs in fuel to get to Gianopolis from Stalevar and back. Your total profit is gonna be around 300 credits. This entire thing takes about 5 minutes, I'd say. So to make even 3k, you'd be doing this for almost an hour.

So you think, well, those -were- the lowest costing trade goods afterall. You're probably meant to buy in bulk and sell likewise, getting a greater profit that way. Since I have so little space not to mention cash, I should go for a trade good that is more expensive per ton. Surely this will provide a greater profit per trip until I can afford some genuine freighters to get lots of the cheap stuff! So you get, say, 10 tons of Weapon Components at the cheapest place you can, and sell them where they go for the highest. Sound business tactic after all! Your profit, buying at 1800 for 10 tons? Drumroll please..... 300 credits. This will not even cover your fuel expenditure from the buy system to the sell system, much less enough to get back to the buy system. Sure you could only fill 1/3 of your hold because of small starting capitol, but even if you did that's only 900 credits, ~100 more than you got for the least expensive trade good!

It just ends up feeling like the modder intends for you to honestly spend a couple hours going back and forth between systems, (longer if you have to figure out for yourself where certain things sell/buy high/low) making a very tiny profit, until you can afford to actually get an outfit a ship that can take on even a miniscule pirate fleet. Maybe I've missed something, and I hope I have, but so far I am quite disappointed.

toasterwarrior
Nov 11, 2011

Judging by your impressions, the newest version does look like it really needs more time in the oven. In terms of ships and weapons though, pre-current-version Ironclads is definitely one my faves since it does the "massive fuckoff ships bristling with guns a la WW2" thing very well and I love that stuff.

Shoeless
Sep 2, 2011

toasterwarrior posted:

Judging by your impressions, the newest version does look like it really needs more time in the oven. In terms of ships and weapons though, pre-current-version Ironclads is definitely one my faves since it does the "massive fuckoff ships bristling with guns a la WW2" thing very well and I love that stuff.

Yeah. The aesthetics and fluff were what drew me to the mod, but it seems like at this point either be prepared to make use of Console Commands, or wait until the modder realizes that not everyone wants to play minimum wage trade merchant for 2+ hours before getting to the meat of things.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
Shame about the latest version of Ironclads being a bit raw; like I mentioned in my first post that mod was basically the tipping point to me buying this game. :( Ah well gently caress it; downloading this poo poo anyway.

Danger Doug
Jul 10, 2007
I'm stuck playing the game on a Mac for the next year or so. Anyone know where I need to be dropping files on the hard drive to make a mod work?

I'm looking at playing Uomoz' compilation. Anyone have an opinion on which mods are the most enriching for the game? Am I making a mistake by going hog wild with the compilation?

Oneiros
Jan 12, 2007



Danger Doug posted:

I'm stuck playing the game on a Mac for the next year or so. Anyone know where I need to be dropping files on the hard drive to make a mod work?

I'm looking at playing Uomoz' compilation. Anyone have an opinion on which mods are the most enriching for the game? Am I making a mistake by going hog wild with the compilation?

Right Click on the app bundle -> Show Package Contents -> mods

Just drop everything in there.

Danger Doug
Jul 10, 2007
Awesome. Thank you, sir/madam!

Kersch
Aug 22, 2004
I like this internet
The Blackrock system is nice, but it feels like their station is poorly supplied. If I buy anything larger than a destroyer and try to refit it with pretty much any default loadout, there will be some big holes in my weaponry. And it's an expensive place to sit around waiting for supply fleets since there's no pirate pinatas there to subsidize my visit.

Ulvirich
Jun 26, 2007

Kersch posted:

The Blackrock system is nice, but it feels like their station is poorly supplied.

In my game, Jun 06, 206, and I've never seen a resupply in the Blackrock station. Only two gale cannons in total is disheartening.

Gwaihir
Dec 8, 2009
Hair Elf

Kersch posted:

The Blackrock system is nice, but it feels like their station is poorly supplied. If I buy anything larger than a destroyer and try to refit it with pretty much any default loadout, there will be some big holes in my weaponry. And it's an expensive place to sit around waiting for supply fleets since there's no pirate pinatas there to subsidize my visit.

Toss in the restock mod until the next patch that fixes whatever supply bug is causing fighters to spam up the majority of station stocks. Restock mod works with every other one, so it'll load all possible weapons up. I guess it's somewhat ~immersion breaking~ or w/e since it will put all faction weapons at every station, but w/e, having no guns available sucks.

Mindblast
Jun 28, 2006

Moving at the speed of death.


Welp where did my time go, this is addicting jesus.

So at what logistic point level should I be moving on to bigger things? Money wise a lot is affordable but the cost of deploying anything beyond a few destroyers + frigates seems crazy. Should I start hitting other targets besides pirates once I can potentially field 36 logistic points worth of pain?

My current hangar is filled with two wolves, two Shades(AI handled they are great), two medusas, a Gemini, a Falcon and an Aurora. And ofcourse whatever tugboats I may need.

Drone_Fragger
May 9, 2007


Hey uh, Professor, Where'd the mirage system go? And the Qamar insurgency? :<

12 rats tied together
Sep 7, 2006

Blackrock Driveyards owns by the way, my first time playing it was last night and it was as good as the hype in this thread lead me to believe.

I started a new save to play around with it and something I've been experimenting with is going half logistics/half technology instead of full technology in my beeline rush to get 360 degree shielded lashers with 75+ ordinance points killing everything.

I field 5 lashers, 5 locusts, and 4 vigilance frigates. The vigilance frigates are awesome and really effective when used with lashers and locusts to back them up in straight fights, and they essentially provide 1 medium LRM slot and 1 medium PD slot that just hangs around in the middle of my death blob destroying fighters and disabling buffalo from multiple screen lengths away. If I get into a fight with just one buffalo, the viglances themselves will typically take it out in one salvo and I don't even have to bother chasing it down, but they're fast enough so that they're typically already riding its rear end when the first salvo lands anyway.

I think if there was a way to say "hold position and use missiles at range, use fast missile racks on cooldown" a vigilance blob would be really overpowered.

I went from just getting the buffalo/mule/whatever else in the fleet down and then ending the fight to let the fighters retreat to just killing the fighter groups outright 3 or 4 at a time in the process of hunting buffalo. It's not a whole lot, but the extra 3-4k credits per fight adds up when I do 3 or 4 at a time before going back to sell and repair.

I'd also like to add that I feel like Blackrock Driveyards ships are excellently balanced with respects to firing angles on turrets. A lot of the ships in other mods feel like the turrets are just located for convenience. BRDY ships I feel like I actually have to take into account the firing angles while playing them, and it's really fun/rewarding to use them effectively (like the destroyer with the hammerclaw: oh poo poo fighters, better swing my left side towards them so my 4x PD mounts can fire) but it's not frustrating to play around them like the Shadowyards Heavy Industries frigate that is just like 5 broadside turrets. Kadur actually does a pretty good job with this too, but Gedune, Shadowyards, Zorg, Junk Pirates, etc it just feels like the turrets swing everywhere they need to without any real thought or interesting concepts aside from one or two throwaway "weirdo" ships.

DFlux
Apr 25, 2008
Unfortunately whenever the Blackrock Personnel convoy spawns my game crashes because it complains that it can't find the fleet id.

Pr0phecy
Apr 3, 2006
Is there any chance of this getting on Steam? Forgetting I bought it is the only reason keeping me from getting it!

Kenshin
Jan 10, 2007

Pr0phecy posted:

Is there any chance of this getting on Steam? Forgetting I bought it is the only reason keeping me from getting it!

Maybe once it's released. The developer has stated that he's made enough money off of the alpha access orders that he's able to focus on this full time and doesn't seem to want to bother with Steam Early Access.

Bruc
May 30, 2006
Does Fast Missile Racks actually give you more missile ammo or something? generally the issue I have with missile ships is that I run out of ammo quickly so I don't see why having them load up faster would be a big thing.

SHAOLIN FUCKFIEND
Jan 21, 2008

BRDY Fix patch for the missing fleet spec crash

MShadowy
Sep 30, 2013

dammit eyes don't work that way!



Fun Shoe

Reiz posted:

Kadur actually does a pretty good job with this too, but Gedune, Shadowyards, Zorg, Junk Pirates, etc it just feels like the turrets swing everywhere they need to without any real thought or interesting concepts aside from one or two throwaway "weirdo" ships.

Well, not that I'm about to contest Blackrock beating out SHI, but would you mind clarifying this a bit more?

Bruc, I was pretty sure the answer was no, but I decided to double check with a Vigilance to be sure and the answer is still no.



Also, hi.

Ulvirich
Jun 26, 2007


Thank you; does this require a new game, or can it load old saves?

Vayra
Aug 3, 2007
I wanted a big red title but I'm getting a small white one instead.

Ulvirich posted:

In my game, Jun 06, 206, and I've never seen a resupply in the Blackrock station. Only two gale cannons in total is disheartening.

If you're playing with the latest version of the Kadur installed as well, check Oasis. If you have both installed there'll be a BRDY station there that restocks fairly frequently, although its stocks start lower than the Orbital Yard's due to it being a remote satellite base.

Drone_Fragger posted:

Hey uh, Professor, Where'd the mirage system go? And the Qamar insurgency? :<

I've never had them not spawn before, that's really weird. The code should run literally right before/ater it spawns Kadur and Oasis, so the three systems should always spawn together... have you tried restarting the game/can you reproduce this?

Edit: it's working on my end~ :shobon:

Also hi, MShadowy. Glad to see you here.

Vayra fucked around with this message at 00:50 on Oct 1, 2013

Ulvirich
Jun 26, 2007

The Good Professor posted:

If you're playing with the latest version of the Kadur installed as well, check Oasis. If you have both installed there'll be a BRDY station there that restocks fairly frequently, although its stocks start lower than the Orbital Yard's due to it being a remote satellite base.

Thanks for the tip, I've also found BRDY weapons in various pirate stations and Tri-Tachyon station in Corvus.

Retro42
Jun 27, 2011


MShadowy posted:

Well, not that I'm about to contest Blackrock beating out SHI, but would you mind clarifying this a bit more?

Bruc, I was pretty sure the answer was no, but I decided to double check with a Vigilance to be sure and the answer is still no.



Also, hi.

Hello!

I never really minded the SHI weapon arcs. Primarily because the CEPC style weapons lend themselves well to the wide arcs. SHI ships can spray alot of ordnance into a fight in a short time.

VVV That was me.

In the settings.json file edit the Maxdisengagesize or maxdisengagefraction values. As far as I can tell it forces any fleet over XXX deployment points to use to fight ai instead of full retreat at the start of battle. I've found it spices things up quite a bit, I'll often engage the smallish pirate fleets and need to burn a decent amount of CR taking out the main fleet and being forced to fight the remnants for the spoils.

Retro42 fucked around with this message at 01:28 on Oct 1, 2013

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.
Did someone mention earlier there was a way to make it so enemy ships stopped retreating all the time? I can't find it in the thread. It's really loving annoying when I can't kill anything because poo poo retreats every fight.

Bold Robot
Jan 6, 2009

Be brave.



Retro42 posted:

In the settings.json file edit the Maxdisengagesize or maxdisengagefraction values. As far as I can tell it forces any fleet over XXX deployment points to use to fight ai instead of full retreat at the start of battle. I've found it spices things up quite a bit, I'll often engage the smallish pirate fleets and need to burn a decent amount of CR taking out the main fleet and being forced to fight the remnants for the spoils.

Any suggestions in terms of good values to set these at?

MShadowy
Sep 30, 2013

dammit eyes don't work that way!



Fun Shoe

Retro42 posted:

Hello!

I never really minded the SHI weapon arcs. Primarily because the CEPC style weapons lend themselves well to the wide arcs. SHI ships can spray alot of ordnance into a fight in a short time.


Well, certainly can't argue on that point about the standard SHI guns. They definitely are a bit balanced towards spamming bullets everywhere, like I think good general purpose weapons should be. Still it sounds like the weapon arcs may need some tweaking; thanks for the feedback.

MShadowy fucked around with this message at 01:48 on Oct 1, 2013

Retro42
Jun 27, 2011


Bold Robot posted:

Any suggestions in terms of good values to set these at?

I use 10/0.1 respectively. Means the standard BuffaloII and escort won't run and I still have to burn CR engaging the fighters after the BuffaloII gets vaporized.

Sidenote: BuffaloII are slightly more trouble when they engage you and can get a few shots off with the antimatter blasters they carry.

Fart Cannon
Oct 12, 2008

College Slice
Anyone else run this on OSX? I'm chasing a null pointer exception and for some reason the game doesn't write to the log file on my computer. Can someone check their game package to see if this is a common issue?

Fart Cannon fucked around with this message at 02:00 on Oct 1, 2013

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
:slick:


Sadly, I didn't manage to catch the time I was running my severely damaged (I'm talking ~100 hull) frigate away from a huge pirate fleet that had bounced me, where my auto-fire 125mm cannon nails a fighter flying straight at me... only for the wreckage to plough full speed into the back of my ship where there's no armour, killing me. Or the time where I popped flares and had a giant cruise missile from the Space America battleship veer off at the last second, barely missing my engines. :smith:

SHAOLIN FUCKFIEND
Jan 21, 2008

Hi Shadowy!

Ulvirich posted:

Thank you; does this require a new game, or can it load old saves?

I'm not quite sure about that, it only modifies the .faction file. Try and see if it lets you.

Just gonna remind you all that you can now help Uomoz playtest the next version of his mod over at http://fractalsoftworks.com/forum/index.php?topic=1799.0
It should let you add mods to it and they will be integrated painlessly, but disable SHI and BRDY if you try it as they are included. Also needs LazyLib.

So far it feels like a vastly improved take on the current campaign gameplay, in particular I highly enjoy the trading and the variant mutators. It's bound to be unfinished and unstable as long as it's just dev dropbox poo poo though. :shobon:

chami
Mar 28, 2011

Keep it classy, boys~
Fun Shoe

Fart Cannon posted:

Anyone else run this on OSX? I'm chasing a null pointer exception and for some reason the game doesn't write to the log file on my computer. Can someone check their game package to see if this is a common issue?

I've had a few crashes on OS X while loading and it refuses to create a log file for me too. I haven't looked it up yet so it might be a known issue.

Pooned
Dec 28, 2005

Eye contact counters everything
Does the installer update itself or do I have to download a new setup install file whenever there are new versions available?

Drone_Fragger
May 9, 2007


The Good Professor posted:

I've never had them not spawn before, that's really weird. The code should run literally right before/ater it spawns Kadur and Oasis, so the three systems should always spawn together... have you tried restarting the game/can you reproduce this?

Edit: it's working on my end~ :shobon:

Also hi, MShadowy. Glad to see you here.

I'll try disabling mods and so-on till it spawns on a new game.

I think It's Blackrock because thats the one I last installed, and Kadur and Junk pirates had no issues when I ran them without blackrock.

Strumpie
Dec 9, 2012

Pooned posted:

Does the installer update itself or do I have to download a new setup install file whenever there are new versions available?

You have to download each new version yourself. It remembers that's it's registered, just check back from time to time and update if there's a new one.

Majestic
Mar 19, 2004

Don't listen to us!

We're fuckwits!!
Well, after giving Uumoz a shot for a while, it's certainly made the game much harder, but for the wrong reasons.

The removal of the buffalo from anything except the largest fleets has made supplies much harder to come by, and the faction system means you have a lot less places you can restock. I had to ditch Blackrock and go to Tri-Tach just so I could buy some more supplies.

The rewards for taking down larger ships like the Venture and Dominator need to be buffed significantly in terms of supplies. It worked in Vanilla because you could always just eat some Buffalo, but with that gone, the rate of resource drain is just too high compared to how fast you can replenish it.

The mod looks like it's going to be absolutely incredible, but right now, even with a modest fleet (one destroyer, one cruiser, two frigates) I'm constantly starving.

The rate of supply usage in general just needs to be toned way down I think, it was annoyingly high in vanilla but you still ended up rolling in cash.

If the mod is any indication of what the final game will be like though, there is so much promise here.

Precambrian Video Games
Aug 19, 2002



I have to say the game doesn't have a very shallow early learning curve. I'm now rocking a huge fleet and mostly understand how to manage it, but the tutorial is only a nice start at this point - after completing it and skimming through this thread, I still didn't really have much of an idea what to do besides sell my marines and buy a lasher. I didn't even realize that ship upgrades are completely free for a while, and so there's no reason not to cram your ships up to the ordnance point limit. I also remember running out of ammo in my first few combats whittling down shields but never staying in range long enough to destroy a ship while it's venting. It only took a few hours to get up to speed with all of this stuff but I was very confused early on.

Anyway, I'm just now starting to put more light and finally medium cruisers in my fleet. I picked up the Shadowyards Elysium cruiser, and uhhh it's weird. It's a stupidly fast light cruiser with good energy dissipation, shields, a burn drive mod that's roughly three times as effective as the Falcon's maneuvering jets and makes it faster and more maneuverable than most destroyers and even a few frigates, plus a low flux built-in weapon. I'm not sure exactly what the weapon does - it seems to be able to do ok damage to hulls at very short range with minimal flux usage and a long charge-up time, but does next to nothing to shields besides exploding in a colourful burst of blue-green whatever. Still, it's absurdly fast and can soak up damage well. The only thing is that I'm finding energy PD weapons to be pretty underwhelming - good at targeting, but not damaging enough.

On the other hand, I tried the Kadur destroyer and it's... uh, pretty overpowered (prior to the last patch - haven't tried that yet). Well, it's more the Kadur twin raliguns that do it, but having two of those on forward-facing turrets and on a fast ship means you can murder other destroyers and even light cruisers without taking a single hit. Putting a medium point-defense on the forward slot and having two medium missile turrets (... why are they turrets, exactly?) means you can easily defend against modest missile/fighter pressure and do huge damage to unshielded targets.

It's fun to fly around too. It's fast, but not very maneuverable, which means you have to be careful piloting it and stay at range. That's very easy 1-on-1, and not too difficult in pitched battles (the difficulty is more in keeping your guns away from your stupid allies flying into their firing path)... but the AI really can't manage it. Actually in general the AI does really dumb things the more ships are on screen - frigates and destroyers will run right into enemy cruisers instead of keeping a safe distance, and ships starting flying into each other and crossing through firing arcs. I hope there's some kind of solution to that besides carefully micromanaging with command points.

Anyway, the pre-patch Kadur ships are too powerful in human hands but not really used properly by the AI. The Kadur weapons are probably overpowered too, though there aren't many other ships with medium-large kinetic turrets to make the best use of them.

MShadowy
Sep 30, 2013

dammit eyes don't work that way!



Fun Shoe
Yeah, the paucity of resources definitely makes Uomoz a lot more difficult. I wouldn't exactly say it's for so much the wrong reasons, though, as it is the lack of anything resembling trading or an economy. If even simple trading can be added I imagine that the current risk of engaging in combat will be a lot more manageable.

That being said, I am actually having quite a bit more fun with Uomoz than I am with vanilla, if only because I have to actually deal with actually scrounging up credits and worrying about my supplies as opposed to being flush most of the time after the very beginning.

Edit: Exxon, I'm actually planning some further changes to the Elysiums drive system, mostly to make it less good; this is partially due to the upcoming changes to Peak Combat Performance in 0.6.1a (the peak time will start degrading only when a ship is firing, taking fire, or has it's ship system running) and partially it is, as you noted, a little too good.

Also, currently it's main weapons system is... well, the update to 0.6a broke it (even worse) and I only really became aware to what extent only a couple days ago. The code is currently in the process of getting overhauled.

What it is supposed to do is fire a big ball of energy that, when it hits something or reaches the end of its range, breaks into several little spark glowy bits that fly about for a few seconds and then, if they haven't hit a shield, explode and do some AoE damage. It... isn't doing either of these things correctly right now; the sparks will hit exposed hull/asteroids (which isn't supposed to happen) and the AoE is not applying in any way predictably.

MShadowy fucked around with this message at 18:15 on Oct 1, 2013

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Strumpie
Dec 9, 2012

Majestic posted:

Uomoz is Poo Poo Hard.

Uomoz posted:

I went for the SUPERDROPNERF approach, with the intention to gradually tune it upward. I'll double the chance of buffalo spawns and increase the supply drop a little.

This release is early and now backed up by Uomoz himself is not representative of what the official 6.1a release difficulty will be like.
Have no fear, he's typically very responsive to feedback and quick to act. Although it is still likely to be a difficult experience when it is done but in a good way.

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