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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - Singrana

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just wanted to say thanks a lot for this mod, the game needs some way to gradually grow more challenging which this mod addresses, in addition larger ships are better in all ways that count for most things which this also fixes by incentive's the player to not use them all the time with the slow CR recovery for ship sizes option i run with these settings myself;
###### SLOW CR CONFIG ##
   "slowCRPerDayMultFrigate":2.0,      #Float. Default 0.5. Vanilla 1. my setting is 5 days
   "slowCRPerDayMultDestroyer":1.333333,   #Float. Default 0.5. Vanilla 1. my setting is 15 days
   "slowCRPerDayMultCruiser":0.444444,   #Float. Default 0.33. Vanilla 1. my setting is 45 days
   "slowCRPerDayMultCapital":0.185185,   #Float. Default 0.25. Vanilla 1. my setting is 135 days

and its great, i actually feel i need destroyers and frigates now, i keep larger ships in reserve for when i encounter a fight where i NEED to bring them out or take annoying losses (i also play with a house rule limit on the NUMBER of carrier ships i can bring into a battle at any one time of 6, encouraging the use of large carriers (which this mod makes costly) to spam fighters instead of just bringing droves of drovers)

i tested your mod the other day and i actually like it a lot (especially with lots of other mods adding suitable replacement for the non-regen vanilla missiles) but i have encountered a problem with a mod added bomber called the "vulgar", this bomber has 2xhammer torpedo for armament, and with this mod it will NOT seek to return to the carrier to re-arm itself, with the mod off they behave normally, it is probably a good idea to not change the default fighter hammer torpedo to regenerate, and instead make a copy that is used by ships that does regenerate if a mod makes use of a vanilla weapon

Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 01, 2019, 03:04:54 PM »
alright time to do a streamed run of this most awaited feature

* Add "brawl mode" toggle to settings.json (default off)
    * Creates extra-large invasions (2-4 times normal size); defenders will spawn defense fleets to match the increase
    * Invasion and defense fleets have a 60% chance to use gear of any live faction in the Sector

this should hopefully be a good foundation to add some real late game challenge (the possibilities for configurations of this feature in the settings, or making it scale with player availible money/player level/player dominance of the sector are amazing)

Regarding invasions chasing smaller fleets, the solution that is the most satisfying to watch would be to have invasions consist of varied sized individual fleets, that way smaller fleets interdict annoying small fleets and the larger fleets catch up to kill them, making invasions ignore smaller fleets means we lose the entertaining variance of having an invasion group sometimes get broken up and be made attack-able by many smaller fleets which i think is cool when it happens

Mods / Re: [0.9a] Arsenal Expansion v1.5.3e - Systems
« on: May 06, 2019, 04:33:10 AM »
just wanted to whine about how strong the cackle is per OP cost, its basically my ideal anti strikecraft and anti larger ship fighter, i use vortex with cackle piranha, cackle flash, cackle cackle, cackle kopesh and astral with 6x kopesh, i use mostly vanilla power level mods, strongest competitor to cackle im using would be the super fighter in shadowyards or the falx super interceptor from SWP (also 14 op and should be nerfed a bit, but not as much as cackle)

Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: May 06, 2019, 04:30:07 AM »
just making a post to whine about the removal of the lightning phase bomber, back when that thing existed i still preffered 6x kopesh astral (and thats what i use atm ofc), im assuming it was removed because it can be mounted in low amounts on smaller carriers and could sneak up on non omni sheild ships and plink them with the AM blaster, but tbh i thought this was very refreshing to fight against now and then, if you think its too good then mby raise the OP cost of it? (btw the falx super interceptor is rly good for 14 OP in terms of fighting other strikecraft and in terms of overloading destroyers and smaller, i tend to use the cackle disruptor from arsenal expansion (also 14 OP and is basically a tiny omen EMP fighter so yea its pretty crazy and should also be nerfed) but if not for that one i think i would just spam falx as they are right now)

i rly wish the game had a "configurable auto sell" gui ingame like the faction fleet blueprint screen, i dont want to NOT pick up weapons, but all this junk takes a lot of space, sorting it takes a lot of time, and selling from the auto sorted state is horrible, honestly i just store all the junk and buy more atlas ships that i do not want, but i wish there was a better way

regarding player invading markets, it should at least not happen instantly, the progress bar could return imho, personally i just outlaw player invasions (the same way i outlaw waiting for a faction to start winning the game only to use agents to then make them my friend) i find requesting an invasion fleet and escorting the landing armada in more interesting in any case.

something i want to bring attention to however is that in my current game of about 5 years NONE of the factions have been wiped out, i wondered for a while what was causing it, and it seems that systems with PIRATE bases just cannot be invaded, this is because the invasion fleet gets stuck on chasing pirate fleets and fighting the pirate base, leaving not nearly enough strength left for the actual invasion, and this is only relevant if the chasing of pirate fleets does not cause the invasion target to sign a cease-fire agreement before they even get to the target, something that happens over 90% of the time (i have followed invasion fleets around many times by now)

to fix this in my own game i ended up turning allow pirate invasions to true, this way the pirate markets will eventually be conquered by a non pirate and allow in or out of that system in the future, i do not play a pirate play style, preferring to pick a faction and try to make it win the game, but i can imagine this solution not being very nice if you want to be hostile to the civilized factions, as you would only have the spawned pirate bases far away as markets to sell or buy from

a fix to this could be to make invasion fleets consider pirate bases in their star system and the destination star system and get a little bit extra strength to compansate for this.

another solution would be to make invasions BIGGER in general, but cause an accompanying "counter invasion" fleet spawn at the invasion target, this would allow to make invasions large enough to swat aside pirate presence, but still have a balanced space fight with the defenders (besides i actually liked the giant fights on the first few patches of 0.9 nexerelin, this would allow for random invasion sizes again, as you could just spawn an appropriate counter-invasion fleet if the invasion is randomly very large)

i think mby invasion fleet buildup could be slow, but states of war end very fast, so mby this is something to look at as well, factions that are at war without a positive diplo event should stay at war a bit longer imho, but if there is friendly relations events then they should stop fighting fast imho.

another thing that bugs me a little bit is that the diplomacy events happen all the time making it hard to keep track of with many factions, i would like if diplomacy events happened at a constant global rate, rather than once every so often per faction (so more events with more factions) the factions involved in a diplo event can still be rolled randomly so it does not feel mechanical

Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 28, 2019, 06:56:54 AM »
in regards to the harbinger 3x chain atropos deleting everything in the game, i do feel it should keep a single synergy slot in the middle

Mods / Re: [0.9a] Vesperon Combine 1.0.0 - 13/01/19
« on: January 14, 2019, 09:11:17 PM »
regarding the whole "it cheapens the game" concern, i have played 2 full rounds of vanilla, now only nexerelin, i have had my fill of doing any kind of exploration ever again, it was fun to collect the first time but it will never be fun again, so having the production mechanics of planets be behind the BP`s is something i dont like, now nexerelin allows you to buy BP`s it seems so its not a very large concern there, but i can see someone who just wants vanilla and also not having to collect blueprints in a very tedious way would want to use this or just somehow spawn in the BP items with console commands

Mods / Re: [0.9a] Nexerelin v0.8.4z2: 0.9 beta (+minor hotfix 2019-01-13)
« on: January 13, 2019, 05:22:23 AM »
you can manually edit your nexerelin config file and change "pointsRequiredForInvasionFleet": 12000 to a higher number to make invasions happen less frequently (at same strength), space stations also tend to fight MUCH better if you observe the battle than if they autoresolve, i agree invasions are too frequent if you run many factions, but for vanilla i think the 12 000 is fine, try raising it to 3x or so of its original value.

Mods / Re: [0.9a] Artefact
« on: January 09, 2019, 08:45:53 AM »
i think your ships are strange and alien looking, so for ppl who want some totally different art sprinkled into the game they are great

Mods / Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
« on: December 31, 2018, 01:21:15 PM »
strange post to make, but your mod gets my 10/10 rating, quite rare, its above average on the "awesome stuff it adds" and importantly pays 0 cost in the "amount of vanilla breaking or OP stuff it adds to the game" unlike the VAST majority of mods that have A LOT of awesome additions to the game, but at a mild cost to OP stuff added, like the ship packs, dissasseble reassemble or an overall awesome mod like blackrock

Mods / Re: [0.8.1a] Nexerelin v0.8.4b "War and Peace" (update 2018-09-30)
« on: December 24, 2018, 07:15:12 AM »
regarding the "too much money from planets" issue, just a single colony making 500 000 a month in net (sometimes negative tho since it loses and gets harassed sometimes) is more than enough to ruin vanilla i find, so a 0.9 multiplier per EXTRA MARKET with no other changes to colonies would still essentially not touch my problem, but ofc in nex you will have things to pay for (suggestion to make invading planets for factions not pay a bounty, only COST you, since you are spending your capital to change the political landscape, should probably be an intrinsic goal instead of an instrumental goal)

also another thing, just nerfing all colony income in general (or having penalties for controlling too many markets (vanilla already has the stab penalty that is similar to the 0.9 per market thing)) only further forces the player to only colonize the best possible planets, where as reducing all uppkeep, and reducing all market share income equally could curb the excessive money without ruining 200 hazard worlds

Mods / Re: [0.8.1a] Nexerelin v0.8.4b "War and Peace" (update 2018-09-30)
« on: December 24, 2018, 04:57:31 AM »
well by all means, if a technically playable version exists i want to playtest it, i stream my starsector and im quite patient at trying out pretty much everything in "new games", at any rate i could at least thumbs up or thumbs down it in terms of fun compared to last nexerelin version, basically as long as factions conquering is in i would be interested

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