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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Messages - Adraius

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1
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.1
« on: May 12, 2017, 08:46:34 AM »
I also would like to do something to make the REIS a little more useable on the Elysium by tying it's aim to the Pandora, making it kinda like a coaxial gun.  Or something.

That'd be handy.  My brain always instinctively tried to use it that way, and I had to remind myself it didn't work like that.

2
General Discussion / Re: Starsector 2nd Fleet Building Tournament FINISHED
« on: February 26, 2017, 04:44:51 PM »
Thanks for the writeup, HELMUT. ;D

3
General Discussion / Re: Starsector 2nd Fleet Building Tournament FINISHED
« on: February 23, 2017, 07:08:53 PM »
I've haven't been playing and have largely been lurking on the forums while I await the update, but I want to chime in for a sec: this was a very cool event that I thoroughly enjoyed watching; thank you Tartiflette for organizing this, and I'd love to see a 3rd Fleet Building Tournament down the road!

4
I like the idea of seeing what there is to do with the procedurally generated areas.  I'm afraid I'll discover the answer is "not much," as this is the first release, but I'd like to give it a try.  I'll start off bounty hunting to make cash and build up a small fleet, I guess.  Something subscribing to the battlecruiser philosophy of "can fight anything that can catch it, can run from anything it can't fight."  Gosh, it's been so long since I've played even the current version I'm not sure what I'll need for that, especially without ships from mods.  There's still will be a +burn speed hullmod, right?  Without some of the faster destroyers from mods, I don't like the idea of trying to escape tactical retreats in a dessie.  I also don't know what the supply situation will be like - I suspect I'll need a lot of supplies to get far out there, and it sounds like resupply options out there will be extremely sparse.  So maybe Geminifleet with carrier-focused officers and a few screening frigates/destroyers?

Regardless, I plan to at least attempt exploring the outer regions.  If I get bored with that I'll fall back on bounty-hunting in the core worlds, at least there will be some new ships to see and new salvaging mechanics to adjust to.

5
Blog Posts / Re: Ship Recovery
« on: January 23, 2017, 10:42:00 AM »
I'm curious, how many people think they will make heavy use of Reinforced Bulkheads?  Maybe I'm an outlier, but I don't see myself burdening my ships with the hullmod when I'm already intending to make heavy use of the salvaging system.  The enemy will be serving up plenty of hulks, I'll just take one of theirs!  My ships generally do a good job of keeping themselves intact anyway, and I can only see them doing a better job with the nerfed officers - milder damage spikes for my officer-less ships to worry about.

Possible counterpoints... I don't recall how many OP Reinforced Bulkheads costs, if it's low enough it may well be worth the opportunity cost anyway.  Also, if I understood Alex's post right, enemy ships will get 2-4 d-mods, but your own ships only one?  If I'm reading that right, what's the reasoning behind that?

I can definitely see the value for especially prized or rare ships, I'm just curious if people are planning on throwing it on most of their fleet.

Side note, while I'm not super hot on Reinforced Bulkheads, Armored Turrets preserving weapons would make me very happy to throw it on a specific selection of ships.  Again, maybe due to a quirk of my playstyle, but when only using captured ships and weapons I always run shorter on weapons than hulls, and that seems like it'll only become more pronounced with 0.8.

Actually, any thoughts on weapon drop rate in relation to hull salvaging availability, Alex?  Was there ever an intention to make weapons available at a certain rate relative to hulls, or are they independent as far as you're concerned?

6
Blog Posts / Re: Ship Recovery
« on: January 21, 2017, 01:44:08 AM »
So, this blog post is kinda huge news for me.  My preferred way of playing Starsector is building mix-and-match fleets from whatever the game sends at me; I used to increase the boarding chance so that I would get a capture-able vessel more often than not, and slowly assemble my fleet out of captured ships armed with recovered weapons - with the occasional concession of buying a favorite ship or purchasing a few PD weapons so the PD types match.  I found it rewarding growing my frigate hodgepodge to the point that it could overtake a destroyer to claim as my flagship, then assembling enough destroyers to capture a cruiser, and so forth up the chain.  It made every run unique, featuring different ships and varying weapon loadouts based on what I recovered.

Boarding is going away, and I'm of two minds about what's replacing it.  Yes, the industry tree offers a lot of helpful perks, but it is still a hell of a downgrade going from recovering fully functional ships to vessels with 2-4 d-mods.  I can't say I like it at all... but given the world of Starsector, I must admit boarded ships NOT having d-mods has always been a bit strange.  Will the number of d-mods recovered ships get be moddable?  I would definitely like the option to mod it so that recoverable ships get 0-4 d-mods.  Frankly, I could see myself modding recovered ships getting d-mods out of the game entirely, until Starsector develops a cohesive campaign, "story mode", "career arcs", or whatever eventually develops, for much the same reasons officers dying isn't a thing - for what goal did I sacrifice my officer - or ship?  I'm used to replacing losses with ships that are as capable or more capable; getting d-variants instead sounds frustrating in comparison.

TL;DR, the new ship recovery system makes sense, but frankly I'd like to mod it to give me better ships - will that be possible?  Perhaps, if it isn't easy to expose to modding, make the "restore to pristine condition" price moddable.

7
Modding / Re: more than 10 officer mod?
« on: May 04, 2016, 11:38:26 PM »
Hm.  I'm not seeing how going up to a max of 11 officers is going to help you, then - since in short order you'll end up with 11 officers in key ships and once again not be wanting to dismiss one.

Maybe a better solution would be some sort of soft limit, where you can have as many officers as you want, but the cost to hire a new officer scales up based on how many officers you have?
It's not a max of eleven - it's a number I really care about equal to how many important ships I have, plus some spares/trainees in my remaining ships.  If the cap is lower than "number if ships that I care about + a few extra" it gets annoying.  Late game that can exceed 10.

A scaling recruitment cost would work as a stopgap solution... but it really just puts a one-time cost barrier between you and an officer in every ship, which is what Alex was preventing with the cap of 10, and I assume there was some logic behind that decision.  I'm not too terribly worried about rebalancing officers at this point, though, as they'll probably change dramatically when the skill system gets revamped, and more when the game progresses to the point where Alex feels it's time to implement officer deaths.

8
Modding / Re: more than 10 officer mod?
« on: May 04, 2016, 12:50:17 PM »
This is super easy, actually:

data/config/settings.json, change officerPlayerMax to whatever you want. Eventually it'll most likely be controlled by a player skill.

I'd enjoy the game more in I knew that if I somehow "messed up" one of my first 10 officers I could train up an 11th in one of my smaller ships to eventually take over the big ship.

Just to confirm: you do know you can dismiss an officer, right?
Thanks!

Yes, I do, but then I have a weak officer in a key ship for a pretty significant stretch of time.  I really liked SS+'s idea where sticking officers in smaller, more vulnerable ships gave them an XP boost (+100% in frigates, +50% in destroyers) so I could train up replacements more quickly - but in SS+ officers could die.  I do remember and largely agree with your rationale for not having officer deaths in the game for the time being, though.

9
Modding / Re: more than 10 officer mod?
« on: May 04, 2016, 11:40:49 AM »
I would like to see a mod for this as well.  I realize it's a balancing measure given the current power of officers (due to the power of the skill tree, which I know is on the slate for eventually overhaul), but 10 feels very arbitrary, and really incentivizes me to stick 10 perfectly built officers in well-match matched ships.  I'd enjoy the game more in I knew that if I somehow "messed up" one of my first 10 officers I could train up an 11th in one of my smaller ships to eventually take over the big ship.

10
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 26, 2016, 09:26:28 PM »
The yellow highlighting on the inner forward hull and fin edges look hella sexy, but the Mayorate is known for being stylish like that.  I'm actually more interested by the four light brown bulbs or discs at the rear of the ship - part of the propulsion?  Associated with the ship system?  I don't know yet, but they instantly distinguish this ship from the other Mayorate ships, which all look slightly same-y.  I look forward to seeing what this ship does.

The asymmetry is also interesting.  I'd suggest making it slightly more prominent, actually - it's cool, but I didn't even notice it at first glance because the asymmetrical bits balance out very evenly overall.  Changing their relative size slightly or having the asymmetrical elements start farther forward on one side would make them more interesting IMO.  The forward prong is a nice touch.

11
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 08, 2016, 05:09:36 PM »
Looking and feeling better in every way isn't reason enough?  It still acts like the old Archer but is much more fun to fly.
I don't really know how to respond to that... ?  Maybe?  The old Archer was awkward, but that always seemed to be part of the point - it had tons of firepower that required careful positioning to deploy without getting horribly murdered.  Or you could load it up with LRMs and let it sit waaay back, I guess.

I never used it as a flagship and just managed them via orders, so I never cared about how it flew.

But like I said, I don't mean to pressure you to explain, just curious about what's happening to a ship I like. =)

12
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 08, 2016, 04:50:46 PM »
So with the ships removed, any chance for some new ones.
Was wondering if there was a destroyer class missile boat out there? to fit somewhere between the Basileus F (from II) and the Griffin (from vanilla)...the bull was kind of sort of that...if i`m not mistaking

You mean the Archer?  Coincidentally, it got overhauled:



D:

I really like the current Archer.  It's a wonky ship that needs a certain type of fleet to perform well, but I love making it work.

You shouldn't, of course, be obligated to explain why you make changes to your mod, but I would like to hear the rationale behind the ship getting changed so significantly.

13
Modding / Help modding weapons recovered after battles
« on: April 07, 2016, 01:39:20 PM »
I love playing Starsector with a hodge-podge fleet built out of whatever I can find.  I want to try a playthrough where I eschew markets completely in favor of only using what I can recover from battles.  I don't want to have to play super-conservatively, so this means I need a lot more ship captures and weapon salvage to keep my fleet going.  I've already bumped up the boarding chance in settings.json to my liking, but I don't know which, if any, of the other variables will give me more weapon salvage.  My best guess is salvageValuePerFP, which I'll mess around with later today, but I also wanted to see if anyone here had any advice.

Am I looking at the right variable?
Anyone else tried messing with this sort of thing?  Any results to share?
Will messing with this lead to any screwy effects?  For example, will setting this too high cause instability if the game tries to give me more weapons than the fleet had?

Thanks in advance.

14
It sounds like a number of sprites are being updated... sprite overhauls seem to be in fashion as of late. =) And that heavy kinetic weapon looks to be all kinds of fun.  Looking forward to the official 0.7.2a update!

15
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 03, 2016, 01:33:20 AM »
Note to players: Current Nexerelin (v0.7.4c) may not be compatible. An update could come out today or could take a couple of days.
D: Thanks, good to know.  I'll be on the lookout for it.

Thanks for the latest round of updates, DR!

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