Starpoint Gemini Warlords

Starpoint Gemini Warlords

Enhanced_Inmersion
16 Comments
KingSoloMane 31 Jan, 2021 @ 8:07pm 
I noticed my fleet ships no longer crash into each other with this mod. Great overall. Thanks.:admech:
knightphantom420 11 Feb, 2019 @ 2:16pm 
this is not working as intended the only thing that seems to have changes is the sub light speed, not the maneuverability which is around 600 u/s imo the carriers and titans should have a sub-light speed 1 and a maneuverability of 140 /dreds. sub speed o2 2 man. of 180/ battleships a speed of 3 man. of 200/ cruisers a speed of 3 man 200-300 / destroyers speed 4/man.440 / frigate & corvettes speed 5 man. 540-600/ gunboats a speed of 6 and man. 530-600 and the same should apply with evasiveness and and soak with carries and dreds titans having the least evasiveness but take most damage like a 30% soak 10% eva. battleships/ like 24% soak eva 20% make cruisers like a light carries 20 soak 20 eva, destroyers have 14% soak 30% eva. frigates soak 10-14% eva.30-38% gunboats soak 8-10% eva 40% , you would have less (((bumper ship action))) and battles would last a lil bit cuz ships can take a little bit if a baeting once the shields go down,
PiscisFerro  [author] 13 Aug, 2018 @ 10:37am 
@Naraus

Well... weight doesn't matter, but mass does, the bigger the ship, the more energy you have to produce in order to move that ship, so yeah, it makes sense that bigger ships are less agile than smaller ones.

Besides that, there is a lot more reasons to not have the bigger ships moving quickly, for example, imagine that you turn a 2km long ship at the same speed as an 3m ship... What do you think will happen with the guys inside the ship? yeah, they will be smashed against the walls and die horribly... :steamhappy:

@Nicky

This mod should be compatible with any mod which doesn't modify ships themselves, so maybe there are a mod for that extra-range in the steam workshop.
Nicky 11 Aug, 2018 @ 6:08pm 
This would go very well with a mod that doubles teh range of the more expensive light weapons.
Naraus 11 Aug, 2018 @ 4:45pm 
Question, does weight matter in space? also no air resistance in space? and bigger ships in the ocean turn slower due to water resistance, but no water resistance in space? does the laws of pyshics on "earth" exist in space?
Merely saying this as the chinese made laser guns that have a range of 800 meters, can go through windows without effecting them, and the gun makes no sound when firing and the laser itself is invisible, seems to me the percieved "future tech" is spun wildly out of what it really turns out to be.
Its All Zen 5 Jul, 2018 @ 10:36am 
Not a bad idea until you've flown a Titan. Any less agile and you could get a full night sleep waiting to turn 180 degress. Maybe it's just me but the base game Titan, Prosperity, seems to be worse than the others from the DLC in that regard, even with the stage 3 researchable propulsion enhancement the thing feels like you're trying to Flintstone turn a big rig tractor-trailer with no steering wheel or engine. Good mod to keep the smaller ships from zipping around end over end though and for anything smaller than a carrier imo.
LivewareCascade 17 Jun, 2018 @ 11:05am 
Thanks man, that helps a lot!
PiscisFerro  [author] 17 Jun, 2018 @ 10:45am 
@SleeperService omg no!! I didn't fly all of them I just took a few ships of every class/size and then made the changes accordingly, between 25% and 35% depending on the ship, the game have a crazy amount of ships, it will require a lot of time to test every of them, time that sadly I didn't have :(

Appart from that, some of the ships are overnerfed in that regard, this is because I felt (looking at the stats and classes of each one) they were a little too high. In the mod they still have more maneuverability than the other ones in their class but not too much. (didn't want to mess that much with vanilla balance). And of course I changed some of them while playing normally.

And finally, use/create a mod to move all the ships to Concordia, it will make your life a lot easier.

LivewareCascade 16 Jun, 2018 @ 4:22pm 
Thanks. If you don't mind me asking, I can see how you have made the changes, but I shall be looking for a way to test them in game. The best way to do this is to fly each ship before and after making the changes, but I am not sure how to get access to all the ships. Did you test like this, or did you just make the changes?
PiscisFerro  [author] 16 Jun, 2018 @ 1:52pm 
@SleeperService

Feel free to do it!.
LivewareCascade 15 Jun, 2018 @ 4:43pm 
Hey there, if this mod is unsupported, would you mind if I created a new updated version of this mod with the Rise of Numibia DLC ships included?
Cranky 4 Jun, 2018 @ 5:57pm 
You got a typo in your mod name :D
th0ma5 27 Feb, 2018 @ 4:49pm 
Cool, thanks for sharing.
1353212973 22 Feb, 2018 @ 4:50pm 
:steamhappy:
Rustic Clover 22 Feb, 2018 @ 4:17pm 
Can we get an update for the Rise of Numibia DLC?
afederowicz 29 Dec, 2017 @ 8:39pm 
I get it and its a good idea, but we need the use of all of the commander menu types and more, not just selecting one four point menu at games beginning... Also we need detailed manuvers menus for setting up the commands of different ship sizes... With True Dreadnaughts the One Shot one Kill issue is great for a single target, but the almost non existant manuverability must be parried tactically by smaller shielding fleets that can obey precise commands to keep those defensive shield walls composed of smaller ships intact... So with real ship weight, should come also, Real applicable Strategy and tactics from Dreadnaught down to Scout.... Homeworld Had just such menue commands down really well, and rendered almost flawlessly... Maybe you could bring the Homeworld menue system for fleet command this incredible Space Sim !