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Kenshin
Jan 10, 2007

Otto Xander posted:

Is there any word on when or even if this game might be coming to Steam? I bought Starfarer almost 4 years ago off their website, but these days I'm too lazy to download the newest build and I'd much rather have it on some kind of digital distribution platform to handle updates and mods.

When it's done. (not for a long time)

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Otto Xander
Dec 5, 2013
Thanks! I hope they hurry up, then.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Just go to a website and click a button.

Kraven Moorhed
Jan 5, 2006

So wrong, yet so right.

Soiled Meat

MesoTroniK posted:

... ORI is not a good mod.

Yeah, I made the mistake of trying it when it was one of the first few to update to the latest release. Kind of a poo poo-heap, that one.

Galm
Oct 31, 2009
Well, I'm playing a game with all OP factions, and it's been surprisingly fun aside from having to deal with BS designs on some.

Factions are:
ORI
Knights Templar
Fleaden
AI Wars
Citadel
Crystanite

The last 2 aren't as OP as the others (Citadel still has dirt-cheap supply costs on above-standard ships, Crystanite has destroyers with over 2k armor); but I needed to even out the map a bit.

I dunno, ORI isn't by any means balanced or lore-fitting, but I don't think it's that bad.

Galm fucked around with this message at 01:32 on Jan 7, 2016

Baronjutter
Dec 31, 2007

"Tiny Trains"

So I want to add in some mods now that I've exhausted the base game. Few versions ago I tried mods but found they added way too much weapon clutter (seriously every mod faction some how needs it's own massive list of slightly different PD lasers??) and a lot of balance/theme issues.

What are some solid safe factions/mods that add more ships and hopefully more gameplay/things to do but keep the feel and balance of the game?

I'm also ok with "Boss" level enemies, looking for a challenge!

Risky Bisquick
Jan 18, 2008

PLEASE LET ME WRITE YOUR VICTIM IMPACT STATEMENT SO I CAN FURTHER DEMONSTRATE THE CALAMITY THAT IS OUR JUSTICE SYSTEM.



Buglord
Scy nation
Diable avionics
Black rock shipyards
Tiandong
Pirates
Starsector+
Nexelerin ( randomize faction relations, Galaxy size, prism freeport, omnifactory, start with enough for a destroyer or small fleet)

Are pretty well balanced. If you deliberately only field fleets with broken ships like boss ships this obviously doesn't apply. If you want to ease into the weapon/ship clutter each game add 2 new factions and take a commission with both at some point of your playthrough.

Marcus Garvey
Oct 24, 2015

Galm posted:

Well, I'm playing a game with all OP factions, and it's been surprisingly fun aside from having to deal with BS designs on some.

Just throw in ApproLight and you've got a collection of all the worst mods the community has to offer! Although, Citadel and Templars are still leagues ahead of everything else on that list even if they're my least favorite mods that I actually have installed.

Baronjutter posted:

So I want to add in some mods now that I've exhausted the base game. Few versions ago I tried mods but found they added way too much weapon clutter (seriously every mod faction some how needs it's own massive list of slightly different PD lasers??) and a lot of balance/theme issues.

What are some solid safe factions/mods that add more ships and hopefully more gameplay/things to do but keep the feel and balance of the game?

I'm also ok with "Boss" level enemies, looking for a challenge!

Starsector+, Blackrock Driveyards, Diable Avionics, Interstellar Imperium, Junk Pirates/ASP/PACK, Mayorate, Pegasus Belt Council, Scy, Shadowyards Reconstruction Authority, Tiandong, Knights Templar if you want a strong bossy faction. I think that covers the full list of solid mods fully updated for the current version. Could take or leave the Junk Pirates & associated factions personally(they stick out like a sore thumb to me), but the rest are all cohesive and decently well designed(although fairly boring in the case of the Templars and Pegasus Belt Council, I feel). Citadel will be in a decent enough place if/when the developer updates all the supply costs & such, but I'm not a fan of the faction's aesthetics.

I'd also recommend Nexerelin if you just want a completely randomized sector, the vanilla sector tends to be pretty dull.

Galm
Oct 31, 2009
Nexerelin doesn't add anything but gameplay changes. Randomized map, conquering, mining, etc.
Starsector+ has new skills, a random ship variant generator, a bounty hunting system, and lots of tweaks. Also has a few extra ships and weapons.

If you're worried about being buried in weapon variety (for some reason), there are a few mods for that:

Crystanite (Exclusively built-in weapons, fairly tough unless you like spamming missiles)
Knights Templar (Only the missiles are practical really, everything else generates insane flux. Also THE boss faction of SS at this point in time.)
Junk Pirates/ASP/PACK (Actually 3 factions, only a few mountable weapons and they're all pretty meh.)
AI Wars (Adds maybe usable 6 weapons. I'd count this as a boss faction; their ships have high armor, strong shields, and strong weapons.)
Tiandong Heavy Industries (The more balanced of the options, adds a handful of weapons and a neat ship refit market thing)

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.
Just a quick reminder to folks to keep track of what you're doing when you start going mad with modding power - i accidentally fiddled with how the post-battle loot 'budget' is allocated, and promptly spent the next three days wondering why the hell Templar ships never dropped any of their weapons :downs:

Kraven Moorhed
Jan 5, 2006

So wrong, yet so right.

Soiled Meat

Galm posted:

I dunno, ORI isn't by any means balanced or lore-fitting, but I don't think it's that bad.
Seriously?



If it had bad art, but good design and balance, I could maybe look past it. Hell, if it just had good design I could swing it, or maybe even just good art.

ORI has none of these:
  • Most of the ships are flat textures cut into shapes - very little shadowing or detail except for the very edges. I used to draw space ships onto paper plates as a kid and cut them out to have space battles. ORI isn't much of an upgrade from that.
  • It's unbalanced. Not like facing off against a kitted out Citadel fleet and getting your poo poo rocked unexpectedly - more like a series of weapons with stats that are wholly unfun regardless of which side is using it. Even the Templar have drawbacks.
  • It brings nothing new to the table. The gimmick ships are about the only ones that stand out, and they're the worst offenders as far as the previous two points. The others are just horribly low-rez knockoffs of ships you can find in other mods.
  • It hasn't seen significant improvements in three years. Just compatibility updates. It's pretty obvious the mod author is dialing it in considering they haven't put much work into it after the initial upload. Just the bare minimum.
Basically, bad ideas and bad execution means ORI is just bad. Why waste the RAM, or the time? If you like it, that's cool, but it's bottom of the barrel as far as Starsector mod quality goes.

Kraven Moorhed fucked around with this message at 04:08 on Jan 7, 2016

yaay
Aug 4, 2006

to Accursed 2 leave armour
well uhh virtually all other up-to-date faction mods are pretty good to the point where a new player wouldn't be able to tell them apart from vanilla so I guess ORI fulfills the service of letting people know what bad looks like?

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy
ORI: Defining bad through mere existence

Galm
Oct 31, 2009
Well, as long as I like it, it's fine for me I guess.

As for Citadel, someone posted a quick edit for the supply values and nerfed the Mako. I'll check if it's any good once I get back.

Mordja
Apr 26, 2014

Hell Gem

Baronjutter posted:

So I want to add in some mods now that I've exhausted the base game. Few versions ago I tried mods but found they added way too much weapon clutter (seriously every mod faction some how needs it's own massive list of slightly different PD lasers??) and a lot of balance/theme issues.

What are some solid safe factions/mods that add more ships and hopefully more gameplay/things to do but keep the feel and balance of the game?

I'm also ok with "Boss" level enemies, looking for a challenge!

Definitely make sure Starsector+ is part of your load order, since its special bounties sound exactly what you're looking for. They come with a welcome payout too. I heard the last version was kind of borked, but I'm playing the current one for the first time and I find that it makes enough additions and changes without fundamentally changing the structure of the game like it sounds Nexelerin does. I recently bought a Victory class and found it's basically a souped up version of the Conquest, my favourite vanilla capital. I think I'm in love...

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

:golfclap:

Risky Bisquick
Jan 18, 2008

PLEASE LET ME WRITE YOUR VICTIM IMPACT STATEMENT SO I CAN FURTHER DEMONSTRATE THE CALAMITY THAT IS OUR JUSTICE SYSTEM.



Buglord

Mordja posted:

Definitely make sure Starsector+ is part of your load order, since its special bounties sound exactly what you're looking for. They come with a welcome payout too. I heard the last version was kind of borked, but I'm playing the current one for the first time and I find that it makes enough additions and changes without fundamentally changing the structure of the game like it sounds Nexelerin does. I recently bought a Victory class and found it's basically a souped up version of the Conquest, my favourite vanilla capital. I think I'm in love...

SS+ also alters some existing skills and adds new ones for leadership, and from what I can gather significantly reduces the rate of mercs available. Missiles get hit hard with the skill tree changes and don't forget it also randomizes loadouts of fleets that you fight, so they have access to all tech just like you.

Mordja
Apr 26, 2014

Hell Gem
Didn't know about the missile changes (what are they exactly?) and I've had no problem finding mercs, so that's probably just random chance at work.

Risky Bisquick
Jan 18, 2008

PLEASE LET ME WRITE YOUR VICTIM IMPACT STATEMENT SO I CAN FURTHER DEMONSTRATE THE CALAMITY THAT IS OUR JUSTICE SYSTEM.



Buglord

Mordja posted:

Didn't know about the missile changes (what are they exactly?) and I've had no problem finding mercs, so that's probably just random chance at work.

I know for certain missile spec and ordnance expertise have different (reduced) bonuses, but I don't have a definitive comparison as to the changes. I'm sure someone else went through the trouble to compare them all however.

Galm
Oct 31, 2009
Comparing the two:

The only ordnance expert tweak I can see is that the 5-point perk only gives you a 25% projectile speed bonus instead of the vanilla 50%.

For Missile spec: I see that the reprogrammed autoloaders perk only gives a +20% rate of fire bonus (vanilla 50%), +10% missile acceleration (vanilla 20%), and the level 10 perk only gives +20% damage (vanilla 50%). However, it reduces the range penalty to 2% per level (vanilla 3.33%).

Edit: Doh, I had the damage bonus wrong, fixed

Galm fucked around with this message at 18:40 on Jan 7, 2016

cl_gibcount 9999
Aug 15, 2002

vanilla missile spec only gives +50% at the rank 10 too, missile speed and maneuverability is 5% per rank and there's no range penalty listed so I dunno

Galm
Oct 31, 2009
I had the damage bonus listed wrong, fixed.

If you peek into Skilldata:

Vanilla:
MISSILE_SPEC_SPEED_BONUS = 5f;
MISSILE_SPEC_RANGE_PENALTY = 3.333f;
MISSILE_SPEC_ACCEL_BONUS = 10f;
MISSILE_TURN_RATE_BONUS = 10f;
MISSILE_TURN_ACCEL_BONUS = 20f;
MISSILE_SPEC_PERK_ROF_BONUS = 50f;
MISSILE_SPEC_PERK_AMMO_BONUS = 1f;
MISSILE_SPEC_PERK_DAMAGE_BONUS = 50f;

SS+:
MISSILE_SPEC_SPEED_BONUS = 5f;
MISSILE_SPEC_RANGE_PENALTY = 2f;
MISSILE_SPEC_ACCEL_BONUS = 10f;
MISSILE_TURN_RATE_BONUS = 5f;
MISSILE_TURN_ACCEL_BONUS = 10f;
MISSILE_SPEC_PERK_ROF_BONUS = 20f;
MISSILE_SPEC_PERK_AMMO_BONUS = 1f;
MISSILE_SPEC_PERK_DAMAGE_BONUS = 20f;

Most don't notice the range decrease as the speed bonus makes up for it.

Mordja
Apr 26, 2014

Hell Gem
Like Homeworld more than you like balance? Hiigaran Descendents finally works with 0.7.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.
How do you populate a ship (or ship variant) in the markets and AI fleets? I found an unimplemented Brawler XIV in the files so i plugged it back in for fun, and now I can spawn it via console trickery, but i don't have any thorough way to see if it's actually appearing in the markets - after all, i've never seen a a single Asura in 0.7.x but i'm reasonably sure they still exist.

Dumping a single edited text file in the data folder already seemed too easy for just making the ship spawnable, i'll be in wonder of Alex's thoroughness if that's actually all it takes to get it to market.



Re-edit - nevermind, hey!

I imagine it worked because the normal Brawler already existed, or because i edited the (XIV) variant into the hegemony's faction file in both core and SS+, or just because the game is set up to accept new ships easily? Regardless of which, that was surprisingly painless. Neat!

Ceebees fucked around with this message at 23:35 on Jan 10, 2016

dis astranagant
Dec 14, 2006

Ceebees posted:

How do you populate a ship (or ship variant) in the markets and AI fleets? I found an unimplemented Brawler XIV in the files so i plugged it back in for fun, and now I can spawn it via console trickery, but i don't have any thorough way to see if it's actually appearing in the markets - after all, i've never seen a a single Asura in 0.7.x but i'm reasonably sure they still exist.

Dumping a single edited text file in the data folder already seemed too easy for just making the ship spawnable, i'll be in wonder of Alex's thoroughness if that's actually all it takes to get it to market.

You have to edit a faction's json file to let them use it in their fleets.

MShadowy
Sep 30, 2013

dammit eyes don't work that way!



Fun Shoe
Alright, Shadowyards 0.6.0.4 released. So many little bugfixes and stuff to handle; this should finally resolve the last (albeit minor) standing issue, and the Clade and Belet-Seri's vectored thrust units should no longer appear out of combat.

Full changelog here or in the Yardie OP.

Bold Robot
Jan 6, 2009

Be brave.



Anyone have a good loadout for the BRDY Scorpion or Stenos?

Marcus Garvey
Oct 24, 2015
I love the Stenos with the large slot PDE and scalaron blasters, scorpion seems to do great with a pair of ferroguns, medium gun of your choice(I like missiles or an extended gale cannon), and 2 small missiles of any kind(I like the achilles or voidspears, though I'm sure scalaron pulse launchers do great too)

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.
I generally like to fit the Scorpion with 2 Ferroguns in the wings and either a scalaron blaster or sunfire in the center, but if your skills are low, a Gale instead to save OP would work. It seems to work, but they're too slow for me to take the wheel very often in a faction where the Desdinova exists.

Incidentally, i've lost two Desdinovae to friendly fire from shrimps last week. The AI Does Not Care where its hammerclaws and furies are going to end up if they miss, and considering my fondness for flanking maneuvers, the answer is not infrequently "my face."

Relatedly only in that it's about ship fittings, bad idea theatre:


Overloads itself in 2 seconds flat under AI control. Completely unusable. I love it.


Before the javelin rework, i'd have called this one the 'Sarah Palin' for wolf-slaughtering :downsrim:

Ceebees fucked around with this message at 07:58 on Jan 12, 2016

Jinx
Sep 9, 2001

Violence and Bloodshed

Bold Robot posted:

Anyone have a good loadout for the BRDY Scorpion or Stenos?

For Scorpion, I like 2x Dual Shard Cannon then 1x (Glaux Repeater or Gale Cannon or Scalaron Blaster), season with Voidspears (emp, high alpha) or Javelin (speed and damage) missiles.

With the two drones, keep them hidden until you need them (to prevent them from being cut down by initial missile barrages and frigates) and I've noticed that if they overload, you can accidently kill them with your own guns; so be careful. Unstable injector/augmented engines is a must. Safety overrides are decent, but you're better off just providing a decent escort so the Scorpion can vent with impunity (the drones can also provide cover but they are more valuable for DPS). Triple Glaux Repeater (or some other energy weapon) is feasible too, but less effective than dual shards against better shielded opponents (and the shard weapons do respectable armour and hull damage anyway). Sniping Scorpion is doable, but if you keep your flux too high and get caught, you are way too slow to run away; the little slow green energy missiles are quite useful on a sniping build - just set them to autofire. BRDY Strike Suite is nice, but the lower range hurts the slower Scorpion (but doesn't effect the drones).

The Stenos is best paired with high single shot damage weapons, like the Ferro* and Gale weapons or Scalaron Blasters; a Mjolnir can be surprisingly effective on a Stenos support variant. I've never had much success with the Stenos; I don't really like asymmetrical hardpoint designs and there are no decent high damage single shot weapons in vanilla, and the Ferro* has good range but rather poor damage/flux. If you have SCY installed, you can try some of the high damage ballistics they have, but those things have high flux costs.

Bold Robot
Jan 6, 2009

Be brave.



Thanks for the tips, I'll try those out tonight. I agree that the Stenos is fairly underwhelming.

On a related note, anyone have a good Asura loadout, or tips? I lucked out and found one, but I've never flown a phase cruiser before so I'm not really sure what direction to go with it.

Risky Bisquick
Jan 18, 2008

PLEASE LET ME WRITE YOUR VICTIM IMPACT STATEMENT SO I CAN FURTHER DEMONSTRATE THE CALAMITY THAT IS OUR JUSTICE SYSTEM.



Buglord
On my scorpion I have dual shards, a state beam and the green things on autofire actually. PD was probably shredders or the DA box looking flak weapon (low flux, good damage, moderate range, bad accuracy)

Am I the only one that love state beams? They seem to strike me as better flux/damage/range/accuracy than pretty much everything else. The glaux repeater also works on some ships with good mobility and flux dissipation.

Jinx
Sep 9, 2001

Violence and Bloodshed

jm20 posted:

Am I the only one that love state beams? They seem to strike me as better flux/damage/range/accuracy than pretty much everything else. The glaux repeater also works on some ships with good mobility and flux dissipation.

Glaux lance repeaters work on everything with medium energy mounts. Huge burst damage, perfect accuracy and good range. They also recharge fairly quickly - 3 on a scorpion annihilate fighters, melt or overload frigates before they know what hit them (letting your drones finish them off) and will easily overload any destroyer will poor shields (>1.0 ratio). Even destroyers and cruisers with deeper flux reserves will back off if you have an escort with you.

Burst them down with your glaux and then have a buddy in a carrier, or archer, send a volley of javelins or voidspears into them as they try to retreat. Even a combat freighter with missiles works.

Mantis with a glaux, small shards and voidspears work well individually, in groups they are terrifying.

Tanith
Jul 17, 2005


Alpha, Beta, Gamma cores
Use them, lose them, salvage more
Kick off the next AI war
In the Persean Sector
How much do people use frag-weapons to shoot at actual ships? I've only recently gotten on board with doing things like stripping armor and shields before wailing on someone with a thumper. Most of the time I've avoided doing it because the AI hasn't seemed to ever be able to sync up the kinetic, HE and frag damage to actually kill something effectively.
Is there a weapon role (point defense, assault, strike etc) that keeps the AI from wasting HE shots on shielded enemies? This was particularly glaring with a mod frigate with one medium and four small ballistic mounts: it just tooted around at the max range of the medium HE weapon and never closed in to use its small kinetics, generating more flux for itself just by firing than it put on the enemy ship.
I get the gist of assault (fire all the time), point defense (prioritize missiles and fighters), but what are the AI's criteria for firing a strike weapon like torpedoes or antimatter blasters?

e: the State is like a medium-mount high-intensity laser with less range and I think more flux? It's very similar to the old phase beam before it became the phase lance.

dis astranagant
Dec 14, 2006

Tanith posted:

How much do people use frag-weapons to shoot at actual ships? I've only recently gotten on board with doing things like stripping armor and shields before wailing on someone with a thumper. Most of the time I've avoided doing it because the AI hasn't seemed to ever be able to sync up the kinetic, HE and frag damage to actually kill something effectively.
Is there a weapon role (point defense, assault, strike etc) that keeps the AI from wasting HE shots on shielded enemies? This was particularly glaring with a mod frigate with one medium and four small ballistic mounts: it just tooted around at the max range of the medium HE weapon and never closed in to use its small kinetics, generating more flux for itself just by firing than it put on the enemy ship.
I get the gist of assault (fire all the time), point defense (prioritize missiles and fighters), but what are the AI's criteria for firing a strike weapon like torpedoes or antimatter blasters?

e: the State is like a medium-mount high-intensity laser with less range and I think more flux? It's very similar to the old phase beam before it became the phase lance.

Steady ai tends to park itself in range of the longest range direct fire weapon group and will very rarely close to use anything shorter. If all your weapons have similar ranges they'll use all of them.

Jinx
Sep 9, 2001

Violence and Bloodshed

dis astranagant posted:

Steady ai tends to park itself in range of the longest range direct fire weapon group and will very rarely close to use anything shorter. If all your weapons have similar ranges they'll use all of them.

True for steady (cautious and timid) officers - aggressive officers will try to get in range of all their weapons. Personality also seems to determine how likely they are to chase down an enemy and how much flux they will tolerate. Aggressive officers will risk overload if they can kill an enemy, steady officers won't risk overload but will chase an enemy if they know they can win (but not into crowds). Cautious officers will do their best to always kite an enemy with their longest range weapon and timid officers are totally worthless.

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT
Timid officers are for LRM boats that you absolutely don't want in the thick of combat, I presume.

Platystemon
Feb 13, 2012

BREADS
I put timid officers on my carriers. I tried “cautious”, but the AI still found a way to get those killed.

Risky Bisquick
Jan 18, 2008

PLEASE LET ME WRITE YOUR VICTIM IMPACT STATEMENT SO I CAN FURTHER DEMONSTRATE THE CALAMITY THAT IS OUR JUSTICE SYSTEM.



Buglord

Platystemon posted:

I put timid officers on my carriers. I tried “cautious”, but the AI still found a way to get those killed.

Why do you put pilots in carriers? The additional skill bonuses are basically wasted on a ship that typically sits out of combat range. It's better to stick them into another destroyer or frigate imo.

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Platystemon
Feb 13, 2012

BREADS

jm20 posted:

Why do you put pilots in carriers? The additional skill bonuses are basically wasted on a ship that typically sits out of combat range. It's better to stick them into another destroyer or frigate imo.

Because with no pilot, they default to steady AI, which gets them killed. The alternative is blowing a bunch of command points and micromanaging them.

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