Star Traders: Frontiers

Star Traders: Frontiers

Merchant Marine: Professions
ptarth  [开发者] 2021 年 11 月 26 日 下午 4:52
Xeno Scourge Discussion
Have any thoughts about the Xeno Scourge, let's talk about them.
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正在显示第 1 - 8 条,共 8 条留言
Snowmech 2021 年 12 月 6 日 下午 6:20 
So far I am finding the Xeno Scourge to be redundant with other jobs, especially Commander and Quarter Master. I train one of my officers in all three, making them extremely useful, due to that redundancy. The thing is though, the job also works well with a few other jobs, making the Xeno Scourge an overall strong officer choice.
ptarth  [开发者] 2021 年 12 月 6 日 下午 8:52 
Thanks for trying it out and I appreciate the comments. I prefer synergizes ;) over redundant.

How do you feel about the Ship Combat talents? Too strong, too weak?
Snowmech 2021 年 12 月 8 日 上午 11:08 
Well, right now redundant works for what I am trying to do. I am focusing on crew combat, so I need to really stack a few officers, with a larger ship and crew. If I was going for more balanced, then the Xeno Scourge is great for eliminating other jobs, allowing me to diversify my officers. If that is the case the Xeno Scourge is perfect for allowing me to ignore another job.
Cool Breeze 2023 年 7 月 21 日 下午 1:02 
I just wanted to jump in here and say, I am loving the Xeno Scourge. It's the perfect build for a xeno hunter that wants to shoot the ships, rather than exploring or boarding xeno ships to get the job done. There are a couple bugs though that, while somewhat minor, are a bit problematic if you aren't paying attention. The two Xeno boarding talents that cause mass damage and accuracy reduction aren't tagged as boarding talents, they show up after every crew combat where they can be initiated. This means that while exploring its a post combat option and, as I sadly found out the hard way, it's an option when YOU get boarded. If you activate after being boarded then the talent activates against you. Other than these minor bugs though I am loving the class, it syncs nicely with the other xeno hunting mod classes that I have for a very nice Xeno Hunter setup in the late game.
ptarth  [开发者] 2023 年 7 月 21 日 下午 3:31 
Thank you for the kind words. I'm glad you are enjoying it.
As you've noted there are a couple of bugs with the later talents. I wasn't aware that the broken boarding talents would also work on you, that's hilarious.
Another glitch is that the Stiff Salute works on any non-xeno.
Cool Breeze 2023 年 7 月 24 日 下午 5:06 
I wasn't aware that the Rigid Salute was supposed to work on Xeno, it reads essentially the same as the Stiff Salute from the Military Officer so I thought it was supposed to do the same thing. For the Xenocide talents, I fixed them on my end by giving them the actionType for winning a boarding against Xenos. I haven't had it show up anywhere else since, although I haven't yet been in another engagement where they boarded me.
ptarth  [开发者] 2023 年 7 月 25 日 上午 8:59 
Rigid Salute was intended to work exactly like Stiff Salute. But it also shows up for Merchants, Pirates, Spies, etc (IIRC). It shouldn't work for Xeno.

The Xenocide (post-boarding xeno win) talents I couldn't get to work right. For the released version I went with actionType 123 (IIRC). I'm guessing you tried 121? Both have bugs, I don't recall the details off hand, some of the observed errors were multiple appearances in the talent selection screens, garbled talent description, not appearing when applicable, (and now targets the boarded ship). For reference the game engine uses both ActionType and TalentType to determine effect. I'm guessing that actionType was added later in development to generalize the system, but a large number of talents are still hardcoded to use talentType.
Cool Breeze 2023 年 7 月 26 日 上午 8:20 
Yeah I used actionType 121, I haven't had any bugs with it since, I have been boarded and I have made a few planetary crew combats also with no discernable bugs. I recently added several new Scourges to my crew and haven't seen any issues within the Talent selection screens either. Maybe one of the updates that Trese put out since has fixed an engine bug that was causing the issues with 121? Idk if it made any difference but I noticed that it had maxPos 1 in there and I made it 0 also.
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