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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 - Dreamyr

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1
Mods / Re: [0.9.1a] ApproLight v0.8.0-RC1 (2019-12-3)
« on: December 04, 2019, 11:16:37 AM »
Extremely pumped to see this back. I started playing Starsector right before the update from .7.2a to .8.1 so I only got a week or so to play it and had no idea what I was doing at the time. Thank you for all the hard work to the maker and translator(s).

2
Mods / Re: [0.9.1a] Common Drops - Cherry picking blueprints made easy
« on: October 14, 2019, 11:06:54 AM »
I mostly lurk here but honestly this is pushing my buttons one too many times.

From what I've experienced and read on this board this modding community is one of the most TOXIC I have ever encountered. They act like any mod that might possibly affect the "artistic vision" of their mod is some horrible thing that can't be tolerated and one of you has flat out threatened a lawsuit against another modder who made a mod that did a similar thing as this one. I understand wanting to protect something you've poured dozens if not hundreds of hours into but acting like a bunch of paranoid Gollums does nothing but hurt the community. I don't know if it's even registered with most of you but when this kind of thing happens with the pretty much implied threat that if you guys don't get your way you may "take your toys and go home" so to speak it stifles other modders who are afraid of stepping on your toes for fear of the backlash of the players who enjoy your mods dogpiling them. This is a blatant and clearcut issue of using peer pressure to control what other people may make.

There is a difference between someone making a mod that affects a broad change that will affect other mods and someone say for example taking someone else's mod wholesale, readjusting the flux values of the ships in it and reuploading it. In the former case you are chasing someone out of the sandbox because they built a bridge over the moat around your castle. The latter case you would be justified in that person being punished or having their content removed as it would be akin to them adding something to your sand castle without permission. To extend the analogy even further the modders need to remember as well this is not their Sandbox, it's Alex's. It is not your perogative to decide what is and is not acceptable.

The solution to this problem I feel is that Alex/members of the moderation team need to get together and set down a set of guidelines on what is acceptable in broad strokes for modders to do when it interacts with other mods and what they need to seek permission from other modders whose content they affect.

As noted this is not the first time this sort of thing has happened and with the rising popularity of the game (Sseth's video having reached just shy of 1.5 MILLION views) it will not be the last and I expect it will increase in frequency in the future as more people discover this game and desire to contribute to its modding community.


[war flashbacks to gregtech intentionally bricking the game with certain mods in MC, people setting their mods to private because of a single banal comment on the skyrim nexus, that entire subforum of cancer hidden on the nexus forums]
ah yes
starsector's modding community sure is toxic
telling people to just ask before making addons, or otherwise affecting their work
how h o r r i b l e

I guess I should be thankful then that I never got into Skyrim or visit Nexus Mods much. I also didn't state that it was "The most toxic mod community ever" I said that it was the most Toxic I had personally encountered. I am unsurprised there are other worse communities out there but it does not change the fact that this community when it comes to certain ideas or concepts in modding is toxic. The fact that you are trying to go "Well there's worse communities out there so this is fine" is disingenious at best and outright malevolent at worst.

I have no problem with modders protecting their work from being copied or misused by others. I have a problem with modders using that as a excuse to dictate what other people can and can not do with the game. It's also extremely hypocritical. I don't see modders having to go ask Alex whether or not they can change a specific thing in the base game. So why is it okay for modders to insist the same?

3
Mods / Re: [0.9.1a] Common Drops - Cherry picking blueprints made easy
« on: October 13, 2019, 10:57:18 PM »
I mostly lurk here but honestly this is pushing my buttons one too many times.

From what I've experienced and read on this board this modding community is one of the most TOXIC I have ever encountered. They act like any mod that might possibly affect the "artistic vision" of their mod is some horrible thing that can't be tolerated and one of you has flat out threatened a lawsuit against another modder who made a mod that did a similar thing as this one. I understand wanting to protect something you've poured dozens if not hundreds of hours into but acting like a bunch of paranoid Gollums does nothing but hurt the community. I don't know if it's even registered with most of you but when this kind of thing happens with the pretty much implied threat that if you guys don't get your way you may "take your toys and go home" so to speak it stifles other modders who are afraid of stepping on your toes for fear of the backlash of the players who enjoy your mods dogpiling them. This is a blatant and clearcut issue of using peer pressure to control what other people may make.

There is a difference between someone making a mod that affects a broad change that will affect other mods and someone say for example taking someone else's mod wholesale, readjusting the flux values of the ships in it and reuploading it. In the former case you are chasing someone out of the sandbox because they built a bridge over the moat around your castle. The latter case you would be justified in that person being punished or having their content removed as it would be akin to them adding something to your sand castle without permission. To extend the analogy even further the modders need to remember as well this is not their Sandbox, it's Alex's. It is not your perogative to decide what is and is not acceptable.

The solution to this problem I feel is that Alex/members of the moderation team need to get together and set down a set of guidelines on what is acceptable in broad strokes for modders to do when it interacts with other mods and what they need to seek permission from other modders whose content they affect.

As noted this is not the first time this sort of thing has happened and with the rising popularity of the game (Sseth's video having reached just shy of 1.5 MILLION views) it will not be the last and I expect it will increase in frequency in the future as more people discover this game and desire to contribute to its modding community.

4
Mods / Re: [0.9.1a] High Tech Armada
« on: August 20, 2019, 05:56:21 PM »
I feel like the Corprus is a bit underwhelming it's a "Super Destroyer" that has less OP and Flux than a Sunder. I always feel like I have to make it a beam boat so that I don't overload it with flux heavy weapons.

5
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.5
« on: July 24, 2019, 11:28:42 PM »
I'm aware that the knight isn't the best comparison it's just the minimum that I want my ships to be able to deal with in a simulation environment. If it can't kill or withstand the firepower of a knight then there's a problem with my ship setup that I need to look at. It's less of a stress test and more of a shakedown cruise.

Forget nice I can't even manage the average 8 OP fighters and GH as far as I know don't have a 0 point interceptor to use or at least I haven't found the blueprint if they do.

6
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.5
« on: July 24, 2019, 07:03:28 PM »
Been enjoying this mod tons. As has been stated the pirate Castigator is a sexy beast. I managed to get my hands on a GH Onslaught and promptly slapped Forced Overdrive on it and it is a terror on the battlefield. I just bought the GH Dominator a minute ago and tested in the sim vs a BR Knight that it roasted with ease with Styrix's and Hekaton's. The only one I've found difficult to use so far is the Legion. There just doesn't seem to be enough OP to be able to fit the large weapons and fighters both.

7
Hotfix for II Bazaar being spammed in random sector (arglebargle)

Nexerelin v0.9.2d
Download

Changelog
Spoiler
v0.9.2d
* Player colonies' population growth halved, income reduced 25% when in Starfarer mode
* Player colonies have size growth even when autonomous
* Interstellar Bazaar submarket is transferred on market capture
* Raise/lower relations cooldown is added to action time instead of blocking action
* Show remaining blueprint trader points after each purchase
* Return to market main menu after market transfer (instead of closing dialog completely)
* Adjust some intel text
* Fix Interstellar Bazaar spam in random sector
* Fix NPC factions sometimes building military base in violation of industry limit
* Derelict Empire, Remnant raid fleets won't fail to drop AI cores under certain circumstances
    * Note: All currently spawned fleets in an existing game will cease to drop cores
[close]

Dreamyr: Do you still have the save with the two Blackrock fleets? I'd like to take a look at it.
(Also specify if you've done anything like raise the maximum battle size)

I'd expect a battlestation on a size 4 market to defeat two invasion fleets (in general the invasion strength will not be hugely superior to the defenses), but it may be that Blackrock carrier fleets are disproportionately strong for their size. Given the sort of thing that can be done with mass Drovers + Sparks in vanilla, I wouldn't be too surprised.

Unfortunately I saved over it sorry. :-[

I only saw the one invasion fleet but it was pretty absurd. There were so many Eschaton super freighter's and Kurmaraja Interdictor's that they couldn't even deploy the Karkinos they brought. The invasion failed after I used the console command mod to nuke it out of frustration because there was no winning that. Fighter spam plus the Kurmaraja's special system is kinda crazy.

The second time around it was more manageable and I beat it on my own. Still a heavy focus on fighters but the really odd thing like I mentioned above was that the majority of their cruisers were Hawkmoth Combat Tankers. If they'd been full combat cruisers I would have had a much harder time of it.

Also as much as I complain about this stuff I really do enjoy this mod and Starsector wouldn't be the same without it so thank you for all your work on it Histidine. 8)

8
It was a invasion fleet. I've also come to the conclusion that the weighting for Blackrock ships is just weird. They have this fixation with fighter craft and tankers.

I had another more manageable invasion happen and they had like 6 hawkmoth's in the fleet to like two regular cruisers plus their battlecarriers.

9
That's pretty much what I've been doing. I had Duzhak spawn with a 75% hazard world with good organics and farmland and settled it. I've been farming Yma for cash and rep as the pirates there are going nuts so the Perseans and Shadowyard like me quite a but. It's just apparently the Blackrock decided I've gotta die or something *shrug*.

I have a lot of heavy destroyers in my fleet along with my falcon flagship but honestly I would be hard pressed to beat what Blackrock sent against me even with a full fleet of capitals. That's just way too many fighters.

10
Speaking of invasion fleets it's me again that guy with the worst luck in the sector here to *** again. I have one size 4 colony with a battlestation mining and light industry on it. No cores or fancy nanoforges or whatever.

Blackrock just dropped 2 invasion fleets on me one of which has enough Kurmaraja's and Eschaton's(plus a Karkinos because of course) that they are fielding 30 fighter wings against my small fleet that has a total of ONE capital ship that being the beatup XIV legion I pulled out of mothballs to try and defend against this garbage. After two tries I'm not even going to bother. It's literally impossible when your station goes down in about two fighter strikes.

I get that invasion fleets are supposed to be able to actually succeed but I also expect to actually have a fighting chance at beating them off. And realistically speaking this is overkill and a waste of resources. You don't send something like this after some little world like I have. This would be something you send after a core world like Sindria or Jangala.

I'm going to go find something else to play while I cool off but if I do come back to this game I'm just gonna console command this garbage.

I think it speaks for itself on how messed up invasion fleet strengths are that the freaking KADUR took over Jangala. The Kadur that has a bunch of size 3 stations with supply shortages scattered across the sector and can't even field anything bigger than picket fleets.

11
Suggestions / Re: Would like a groundside comm station
« on: June 26, 2019, 02:36:43 PM »
Well like I said for me personally even without the stability boost just the ability to be able to check prices and see new bounties would for me be enough. This was basically my idea for trying to remove the hassle of going to another system just to get a market/bounty refresh. Right now off in my little corner of the sector all I see are pirate station bounties and no others as well as no prices or missions due to a lack of comm access.

I could definitely see it as part of a commercial upgrade as well to like a stock market or something that would need access to the hypercomm network too.

12
Suggestions / Would like a groundside comm station
« on: June 26, 2019, 09:35:37 AM »
So In my current game I have a lovely little system that has a Desert planet with plentiful organics and good farmland, a Volcanic with ultrarich ores and a cryovolcanic with a good source of volatiles(and another one with a marginal supply) but there's one problem. It has no system sites to build a comm relay or anything else. What I would like to suggest is adding a groundbased comm station to the game that would take a building slot. My primary interest in it is having access to the market and having bounties and missions up to date. I'd be perfectly content with the +1 stability being removed for balance purposes. You could even explain it away as a ground station having less bandwidth than a space based station and prioritizing military and commercial channels.

13
Got around to looking at the save (thanks for uploading it!)

Seems the fleets are so big mainly because of the Star Fortress with alpha core. It's generating 189 FP of combat ships (before doctrine modifiers) to match the patrols from a size 4 High Command... and 870 for the station. Also, it turns out that contrary to my previous belief, alpha cored HT Star Fortress does not actually kill infinite ships.

I'm reducing the strength estimate multiplier for stations in the next version, by about 30%.

I then had people tell me that it arbitrarily limiting the ships I can deploy when the enemy fleet was under no such restriction was it working as intended.
Enemy obeys the fleet cap in the same way that player does.
You can increase the limit in settings as Axle suggests, if your CPU can handle it.

Would it be possible to order the construction of a fleet to follow you for <X> days, in a similar way of putting in orders for base strikes and invasions?

Most thinking it'd be nice to order a custom sized fleet to have the set orders of following you around for a time (say, 60 days, or something that you assign with a slider?) if you want to go crack some REDACTED heads on the fringes of the galaxy.
I could do something like that somewhere along the way, yeah. (I'd need to find a way to get the AI to follow the player reliably though, the Follow Me implementation is a bit of a mess)

Thanks Histidine! And yea that makes sense. I hadn't bothered before to throw a core in the battlestation so that explains why I couldn't figure out what I'd done to cause it when I'd never had this problem while running Nex before. I wonder if the AI core has anything to do with the station refusing to upgrade from autopulse lasers as well even though I have other large energy weapons selected in the doctrine screen. That's probably something more to bring to Alex's attention though if it is happening. I may need to test that more.

14
As far as I'm aware the invasion fleet is very much a Nexerelin thing. Vanilla Starsector doesn't have invasion fleets that I know. I've been primarily talking about the issue with Nexerelin trying to treat me like Vegeta and stomp me in the *** and mentioned that the deployment cap wasn't helping in that regard. I then had people tell me that it arbitrarily limiting the ships I can deploy when the enemy fleet was under no such restriction was it working as intended. So the deployment cap comment was picked up by others when that was not the primary issue I was having.

15
It is set to 500 however given the enemy was fielding a half dozen capital ships plus a ton of cruisers and smaller that seems a little absurd that I would get LESS deployment points. Think about it, you are fighting more enemies so we're going to make the battle HARDER? that doesn't make sense to me. If it's not the bug I'd read about with the default battle size limit then it's still something that needs changed if that's the logic it's working off of.

If you're outnumbered, you should feel outnumbered. The enemy being able to throw wave after wave of units at you wouldn't matter if you could destroy the waves as they appear.

I'm sorry but having a arbitrary limit is unrealistic and stupid. If I have the ships to deploy I should BE ABLE TO DEPLOY THEM.

I just had it happen again in my new game. Neutrino declares war on me. Shows up with something like 6 invasion fleets with something like close to 20 Hildofr's between them and can have 4 of them plus a Jackhammer on the field at once. There's no way to fight that and it's not fun.

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