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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Messages - MajorTheRed

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1
Mods / Re: [0.9.1a] Stop Gap Measure - Ships for Vanilla
« on: January 17, 2020, 10:03:55 PM »
That's a bit unfair  :-[, since most duplicated names seems to be related to later mods ( Vayra split mods) or out-of-date ones (Knights Templar). But I may be mistaken. Bye the way I don't know who took the effort of putting SGM names in the common file, but a big thank you to him. The Zenith is clearly a miss from my part, I was indeed told about it but then this problem got buried under other stuff.... For the others, since I'm only playing a few mods I'm only paying attention to those ones (which doesn't include Ship and Weapons Pack). I will put them on my update list but to be fair I will wait for the next update to work on the mod.

Many thanks mora for the typos, I will include them

2
Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: December 27, 2019, 09:28:20 AM »

Merry Christmas every one!

This is a new version for Stop Gap Measure.
Mostly cleaning-up stuff and preparing for new content to come. Here is the main interests:
-Compatible with Version checker
-1 New weapons (Swarm medium mount)
-3 New ships (dropship, midline destroyer, salvage corvette)
-Luddic Church starting option a bit more relevant (still need a bit of work but at least it playable)

Charon Dropship


This one is a bit of a flat, has the Ground Support Package is not really interesting on capital ships, but it will be used for something else later



Nitassinan

Absolutely nothing to do with the fact I love the Venture...

Minor things for mod users:
-Background images for Bythinia and abandoned platform in Utic (is part of a plan to practice speedpainting)
-Remove cluster launcher
-Tweak a few details about the Zenith, Era, Contemptor and Matsar based on feedback from players

So, nothing really big for the players, but some of them were really important for me (and painfull to create in a way), i.e. the backgrounds and the Luddic start option


3
Thanks a lot, everything is working fine now!
Have a merry Christmas!

4
Hello!
I want to insert two new illustrations (for planet and station interaction) so I created the illustration folder in graphics, added the .jpeg, and added the following kid of line in the .java file of the system:
Quote
         NoraStation1.setInteractionImage("illustrations", "filgap_nora");
but I got the following error:

Quote
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Texture [filgap_bythinia] from category [illustrations] not found

Note sure what to do... I never had a similar problem with other icons or graphics. Do I need to give a full path in the java file?

Thank you for your help! And for the previous ones, and the previous ones...

5
Mods / Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
« on: December 20, 2019, 12:54:18 PM »
Hey,

Last time I dropped comments about your mod(s) was before you split Kadur Remnant in 3. So I figured that it would be great to update my review.
Honestly, this is a blast. This is as close as you can get from a Nexelerin game but still keeping the Vanilla setting. I love it. The colonization expeditions, the revenge fleet, the bounties. As last time, I tried to play pirates, one of my best runs, really more funnier than standard play.
I would just give a few minor comments:
-The pirate beginning is a little bit too easy. The fleet is quite strong, and the reputation is too high. Maybe it's because I've been playing the game for years. A few D-mods, or lesser ships could increase a little bit the difficulty. Or I should try the USSR faction
-For now, the Starhawk raids are too powerfull in comparison the Hegemony fleets. I understand this is mostly vanilla-related as core-factions are unable to muster stong defence fleets.

Execpt from this too minor point, I love this mod. This is really a must-have mod in my case.

Thank you!

6
Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: December 16, 2019, 05:49:05 PM »
does the matsar system do energy damage or something on accident? it says fragmentation but the ammount of flux that spikes on enemy shields when hitting them with it is ABSURD for fragmentation damage. it should only be 1.5K flux, since its 6 K damage per salvo multiplied by 25% cause its frag vs shield, but i fire 3 matsars and the enemy has completely overloaded, even with 22K flux capacity and 1.0 flux per damage shield modifier, when 3 matsars hit their mark its at like 80% flux capacity. idk if somethings wrong with how the damage is being calculated, but i think its worth checking out.

My bad, I completely forgot to anser you... Okay, so the main head is giving fragmentation damage, before it splits. However, the main damage (energy) is dealt by the 6 warheads, but since warheads have their stats listed in another file than the main missile, only the later has its damage type listed. Following some other comments, I changed the way the Large mount reload: 8 missiles in stock, larger cooldown, infinite payload but long to reload new ammo.

When is the mod going to get version checker support?

Next version, which hopefully I will release before New Year...

7
Blog Posts / Re: Raiding for Fun and Profit
« on: November 27, 2019, 06:08:08 PM »
Always great to see blog post showing what's inside the head of the dev! Thanks for taking time to share!

Game-wise, what do you call early-game? Let's say you raid for that blueprint or this nanoforge, what are you going to do with it without colony? By the time I get a colony in the current version (which is kinda the middle-game), I've already make many salvage runs, get a bunch of blueprint and no longer need to make small-scale raid. Do you have in mind to develop other ways to play than colony-oriented?

Another point, for the moment, most of commodities (organics, ore, food, base metal) are worth less the fuel needed to go to right place to sell them. Do you plan to make commodities more "interesting" to salvage/raid in the future?

8
A really dumb question, especially since I've been modding for a moment now...

In hull.csv, what is the "8/6/5/4%" column for?

9
Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: October 18, 2019, 11:54:42 AM »
would it be possible to add "civilian" hullmod to the copernic please? i run a fleet at max burn (the magic "20" once skills are set up right and i'm in overdrive) and i think militarized is cheaper than the augmented.

edit: just spotted an (A) class that is exactly what i needed. cheers. still, question remains: why not the 'civilian' hullmod for the non-A?

Actually it's a good question. This ship is probably the one which saw the most changes other the different versions. I think in the beginning I didn't put Civilian Hull to represent the fact the hull will be insulated against several stellar hazard. But now, since it incorporates Solar Shielding I might give it the Civilian Hull mod. But in this case, for balance reason it should get a hit to its burn level :S

10
Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: October 03, 2019, 08:22:31 AM »
Luddic Cathar cruiser should be in Luddic tech lvl , not low tech. Technically if someone want to make Ludd fleet, cant use Cathar , as it is low-tech. Mayby even name it Knight of Ludd Elite cruiser or something ,as it is one of best ships Ludd use.

It's related to the Luddic Blueprint, but it's still based on a low level technology. In fact all LC ships added in the mod appear as low or mid tech. They are still all included in the LC_bp

11
Modding / Re: [0.9.1a] starcarrier, converted starliner. (V1.0)
« on: September 28, 2019, 01:48:34 AM »
You shouldn't be afraid to make ships similar to others mods if you already had an interesting idea from the start. I mean, there is already like a dozen version of the Hound in the modiverse. And people will not play with all mod at the same time so it most often limits redundancy.

Even then, from the same idea you will probably not end with the same ship than I did with my Starblazer.
A good example is both Stop Gap Measure and Disassemble Reassemble have ships based on the same concept, (the Wren and Hoplite for example) but most often end with 2 not-so-similar ships.

By the way, I like the way you start modding: small scale, looking to see how it work. Much smarter than the way I did a few years ago.

12
General Discussion / Re: effect of alpha core on tech-mining?
« on: September 18, 2019, 08:14:40 AM »
Waystations also cause your colony to stockpile supplies and fuel, plus they don't cost an industry and give an accessibility bonus. The supplies and fuel are not free but my guess is whatever industry you put in place of tech mining in addition to the accessibility bonus will make a lot more money that the value of the supplies and fuel from tech mining. I don't really see how tech mines compete with other industries right now. Even when I've built them on vast ruins, the loot has been unimpressive, but maybe I've just gotten unlucky.

Tech Mining is indeed most often delusional, but Waystation is just too good so far, nice bonus, stockpiles of stuff, low price, quick to build. It's a no-brainer choice.

13
Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: September 18, 2019, 05:38:01 AM »
I was just making a general comment. I know nothing of the ship so cannot really say if its too strong.


Oh, I'm sorry, I didn't meant to be rude or offensive. Probably my english writing is sometime unvolontary harsh.
It was more like a general statement on how I envisioned some of the ships in my mod. I figured at some point that sometimes modders add ships that please them, but their concept can be nebulous to others players. And to be honest I'm glad you came with this comments on the Zenith, since I really need some feedbacks to balance the mod and comments are rather scarce.

The Contemptor is part of this mod, but part of special blueprints representing lost tech. Several ships (4-5) are currently nearly unavailable to any factions but can be acquired thanks to these blueprints, including the Contemptor, Dragoon, and Cossack

14
Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: September 16, 2019, 08:33:52 AM »
I'm not sure about it so far: some ships and weapons are meant to be real treasures of the past (archeotech) which can have specific benefit which may feel OP. The price to pay is that they are hard to find (BP), need proper facility to build them, and some drawbacks (flux management or manoeuvring most often).
Another point to consider is that both ships have a fixed foreward hardpoint. So far, AI is not great at using them (like the Dominator, Sunder, etc...) for precise targeting against anything smaller like a cruiser. On the other hand the TPC is not that great vs cruiser and capital IMHO. This means that this cruiser are mostly efficient in the hands of the player. And if the Contemptor need "skills and hull mods" to be a beast then I'm fine with that, as long it''s not OP from the start.

That said, @Goumindong, I check the stats of the Zenith and I was indeed a little bit carried away by my love for the Apogee from the start. I removed one small mount, the medium missile, reduced flux capacity, get the shield more in line with the original ship and finally reduce OP to 110. Hope it will make the ship more in line with the rest. Thanks for your feedback I really appreciate that

15
Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: September 14, 2019, 09:29:19 AM »
I think you can add it, as it doesn't add content with specific mechanics. It will spawn the new weapons and new ships, but will not add the 3 star systems.

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