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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Shedovv

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1
TFW people ignore the existence of a config file.

I've looked through the config file. There's no option to allow building in s-mods with both story points and XP.
Just disabling the mod entirely with a setting, and keeping currently installed XP s-mods.

I would love a option to have both normal built in and progressive system. Mostly for using sp for logistic ships while having the system for combat ships and most definately AI.

Basically, not the same thing as what this guy wanted.

And I can sympathize. Mostly because it takes SOOOOOO long to build-in Augmented Drive Field on a new cruiser.
Would love an in-game way to gain XP faster on a chosen ship, like paying for some kind of temporary boost.


Anyways, love the mod, OP. I've used it on a few playthroughs now.

THIS! So much THIS! I love the mod. But not being able to buy a Capital or a Cruiser and install Augmented Drive Field on it, is a Big No-no. And as far as I can see there is nothing in the Mod's Config File, short of Disabling the Mod, applying changes via the vanilla system, then re-enabling the mod. Which is a work-around but still a massive pain in the ass.

I dont know how codable it is, but I would reckon a relatively simple solution would be to apply a Discount of 100% to the XP cost of the first/first two S-Mods that are being built in, essentially making them only Cost an SP point Each, just like the Vanilla system.

I would gladly grind extra XP for the higher S-Mod numbers that this Mod Allows me to have as some sort of Trade-Off for balance!

Otherwise, as I said, I Love the mod!


EDIT: I dont know how exactly. But after messing around with the config file I managed to get what I was talking about..

2
Bug Reports & Support / Re: Hull Restoration not Working?
« on: October 24, 2022, 03:51:08 PM »
Thank you for the report! IIRC a couple of the ships in enemy fleets in Galatia, during the tutorial, are like that, so if you recovered those that might be why. The ships you recover in orbit around Tetra wouldn't be like that, though.

Oof. Alright! Well I am glad to hear I am not going insane at least. This Hammerhead has been driving me nuts for almost a week now.
I am certain you will fix this Eventually.

3
Bug Reports & Support / Hull Restoration not Working?
« on: October 24, 2022, 03:20:37 PM »
So I've been flying around with a particular Hammerhead in my fleet for a couple Cycles now.
And at first I thought it was just bad luck because I had some other ships with D mods that were slowly loosing them.
But since April 1st of the current Cycle, I had No Other Ships with D-mods in the fleet.
I've been checking it every month, its October now, and that Hammerhead still sits on the 3 D-Mods it had.

4
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: August 17, 2019, 09:08:05 AM »
Because whenever I use one of your ships against other modded ships they become heavily outgunned.

Are you using the factions weapons? If so, don't. Use basically anything else, as i cant say to have ever had this problem. SCY and Diableavionics in particular are very effective.

I know that they are basically pirates even the real pirate factions enjoy the fact that their ships are carrying alot of Guns to offset their tech weakness.

These guys manufacture their own ships from scratch and even have some novel design features (ceramic armor) were as the actual pirate factions are forced to ether kit-bash a junkyard together or mod the crap out of damaged or captured civilian wrecks.


ps: the bulldog is the only weapon i have found to be competitively effective.

In my opinion playing with other faction's weapons devalues the faction you are playing as. I mean whats the point of even doing that if youre going to take the most OP loadout possible cobbled together from the most OP weapons across all the factions and just slap that *** onto all your ships?

I personally try to avoid using anything BUT the Faction Specific weaponry though in some cases I have had to rely on Vanilla weapons as well. But mixing faction weapons is a big no-no for me.

I do agree though, Society's weapons feel underwhelming, despite their mostly superior range.

5
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: August 16, 2019, 06:33:46 AM »
Could you tell me if the side medium slots on the new Hawke are gonna have similarly wide arcs (as in will they overlap at the front, Note: I am not implying the originals did so at the front, just that they overlapped) to the old one? Because if is the case then it is indeed a vastly better setup, given the rest (as far as I could measure it visually) of the loadout. And oh not just the Alistair, the new Macnamara just about does it as a wedge, not as orgasmically as the old Hawke or the new Alistair but still. I didnt specify this earlier but, I really adore the new sprites, it's actually why I spent over an hour going over them and crying about the Hawke (just thinking about how amazeballs the original Hawke's design would look in this improved style makes me moist) at the same time. I mean the new sprites are so much better, all the intricate little details and how the armor looks more angular making the ships feel a lot more three dimensional.

So yeah, I am definately giddy with anticipation for finally getting my paws on the reworked ships (and the new) and am praying to Cthulhu for the Original Hawke Design's reincarnation in some maginficent form!

PS:
As I was writing it I sort of randomly stumbled onto a thought that the old Gregory and the old Hawke both look like an A-Wing from StarWars. Dont know why but I felt I should mention it.

EDIT:

PPS:
I still wonder if it's possible to get the sexy cream/beige color variant of the new civilian hull's as an alternative to the Navy-Blue?

In theory I could screw around with the photoass and make that my self but I doubt I'd make it look as good as the originals done by you.

Side Note: I also wonder if any of the weapons will have any stat changes? Particularly the Pellet line. While I can not truthfully speak about the Cannon (since I never had an opportunity to use it yet) the Gun felt underwhelming as an Anti Shield weapon, takin into account it's firerate the amount of damage it does is not enough,. For example if we have just one Gun shoot at a target with an average Flux eficiency we can see that most of the Flux the impact generates manages to dissipate before the weapon can cycle for another shot. So you either need lots of them at once or you need something else to help overload the shields, Might I suggest either a flat damage increase or a reload speed increase? Maybe a bit of both?

6
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: August 15, 2019, 11:10:08 AM »
Love the new sprites, and at the same time I want to cry cuz I can already tell some changes that make some of the old ships look less appealing to me personally.

Also WHERE IS HAWKE!?!? PLEASE I BEG YOU DO NOT GET RID OF IT! I LOVE THE DARNED SHIP! (And it's semi-murder-wedge sprite).

Would it be possible to have an optional file with the old gray COLOR scheme on civilian variants available as well?

More Civilian Grade hulls plox! I love just buying (or cheating) those in and using them in my independent/mercenary fleets.

EDIT: I suspect Hawke is the bottom left shippy ship and it makes me wanna cri.

EDIT TWO: It makes me wanna cry not because of the potential gameplay changes to the ship (different mount layout and numbers) but because I love the bloody murder-wedge design to death and back!

7
Hello Johnny!

Love the mod, but I noticed something "wierd" the AI controlled ships with the teleport ability appear to have 50-75% more range on it as in they teleport further.

All you need to do to see this is order one of the ships with it to pursue a target and watch it go on the tactical map. And then try to jump the exact same ship too and you will see the differance.

8
Suggestions / Localized Gravity Fields
« on: March 31, 2016, 03:19:21 PM »
Just a quick one.

I noticed while playing that everything rotates around a star system's sun. Everything except  Player fleet and possibly AI fleets. Which frankly makes no sense.
If a fleet is near a planet it should be affected by its gravity field and in turn should remain stationary in relevance to the planet and other objects within its gravity well.
However that is not the case and results in a planet/station that you interact with to constantly "drift" away from you, which forces you to constantly fly back up to it.
It would be very nice and helpful if this was addressed at some point down the line. Hopefully this shouldn't be hard to implement.

9
Suggestions / Re: API request thread (please read OP before posting!)
« on: December 24, 2015, 12:55:12 AM »
I do not really know WHAT EXACTLY I am asking for.
But I would like to request the support of what ever is necessary for LazyWizard to make Common Radar display Nebulae/Terrain in Combat AND ESPECIALLY CAMPAIGN.

10
Mods / Re: [0.65.2a] Hiigaran Descendants v1.1.0
« on: December 23, 2015, 03:17:04 AM »
Hello guys,

I'm sorry to say that due to personal reasons I've had to focus on other things.

~SNIP~
I'll post an update if i find it.

Cheers.

It's all right and is good to hear you are working on it , indeed.

Good luck!

11
Some comments before I unlock this again.
In generally it is a good idea to let a thread creator know if his suggestion was made before. There is however no reason to do that repeatedly. The point of pointing it out can not be to forbid the discussion, but to let all potential participants know that it is more likely to be futile than discussion of completely original ideas.
Making a suggestion that was made in similar form does not violate any forum rules, so after the repetition has been pointed out once, feel free to just ignore the thread. If suggestions about a topic should at any point become excessive, please leave it to the mods to do something about that (and feel free to report it).

@Shedovv: Send you a PM.


I'll reopen the thread now. Please stay strictly on topic.

Thank you once again!

Now then if anyone has something to add or something new to say I am all ears.

12
tl;dr "I hate asymmetrical ships and I wanted to shove this fact about me into your faces."

Hey, no need to be so rude, I wanted to see what other people think about them.

13
Perhaps I should've been more clear. I do not care as much for the fact that one or the other spaceship is "realistic" it's just that due to me knowing it is not realistic, blocky and unsimmetricall designs are a turnoff.
Also I am talking both StarSector AND in general not just one or the other.

14
Mods / Re: [0.7.1a] ApproLight v0.3.6a (Chinese Version Released)
« on: December 18, 2015, 06:12:23 PM »
Haven't tried them out yet, but just looking at the ship sprites nearly made me faint in an orgasm several times, the shapes and the fact that most of them are symmetric ahhhh...  ::)

P.S I can't wait for an English 0.7.1 version.

15
I will put it simply, they FEEL wrong.
And after reading things like the following even more so.
Quote
Brent Follin, PhD student in Theoretical Cosmology wrote.
"Something akin to aerodynamics--let's call it photodynamics--will start to matter if your spacecraft goes appreciably close to the speed of light."

"We care about aerodynamics on earth more and more as we go faster and faster-it doesn't matter at all if you're moving slowly enough that random thermal motion of air molecules dissipate the build-up of air pressure that opposes your motion.  The speed that determines when this happens is the sound speed--for motion appreciably close to the sound speed, air molecules don't have the ability to get out of the way fast enough."

"The same is true in space for whatever's hanging around to get in your way.  There's not a lot of dust in deep space, so the dominant pressure opposing your motion will be photon pressure--the integrated force due to light reflecting/absorbing on the front of your spaceship.  Space is filled with predominantly microwave photons from a black-body spectrum at about 3K--they don't have a lot of photon pressure at low speeds, since 3K radiation is really weak.  But, as you go faster and faster, doppler effects will blueshift this radiation, and eventually, as you approach an appreciable fraction of the speed of light--analogously* to air pressure and the speed of sound--the photon pressure would become more and more noticeable."

"What design choices you would make to maximize photodynamic performance is beyond me; presumably you'd want to minimize forward-facing surface area, and paint your ship black to minimize reflection.  Probably there's something more clever."

"*Though not perfectly analogous.  For instance, you can't break the speed of light, but you can break the speed of sound."

What do you think about that and how do you FEEL about blocky and non-simmetricall spaceship designs?

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