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Messages - Lionion

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It's impossible not to take hull damage if you armor tank. Armor damage mitigation isn't 100% and HE weapons chew through armor with ease. You are almost certainly bound to lose some hull unless you are an Alpha AI yourself. Loss of hull is loss of CR, hence the mod's bias towards fast and agile destroyers with medium or large weapon mounts.

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As long as there is a coherent set of rules, there will always be a way to abuse, exploit, skirt around those rules. Even at the current state of the mod, you can arguably micromanage to herd enemy ships so your flagship can get all of the kills. Wouldn't this arguably be the exact same thing with damage dealt, not damage absorbed?

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Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 09, 2019, 03:29:38 AM »
Being commissioned is the single best way to grow your colonies in Nexerelin, but it's slightly imbalanced.

As having a commission is basically free monthly income and protection for the price of forfeiting the alliance vote more or less. There's no other downside compared to a regular alliance. Wouldn't it make more sense that your colonies have their sizes limited to 5 maximum like the Hegemony tribute system if you are commissioned?

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Mods / Re: [0.8.1a] Degenerate Portrait Pack v1.1
« on: August 06, 2019, 05:43:53 AM »
The issue for me, personally, as a modder is that I want to control whether someone adds infringing content to my mod in such a way that I could be mistaken for the infringing party. I don't care if an infringing mod exists, I care that it doesn't make trouble for me. I and many other people said that before, your inability to read and understand it isn't anyone else's problem.

See, you had a perfectly good ground to stand on to win people over because what you said is very understandable, but you just blew that all up by slinging personal insults. You gotta calm down. Not everything revolves around you, I don't even know who you are. All I ever did was point out some of the clownish comments like:

It wouldn’t be a big deal if your portraits weren’t in violation of copyright laws.

I have some semblance of common courtesy to redact the name. You're welcome.

Anyway, I actually agree with you. You edit someone else's mod in any shape or form, and if the original author doen't like it then it would be fair to ask it to be taken down/altered. Two comments I want to make though:

1) The original author for this portrait pack is nowhere to be seen so this whole ridiculously clownish argument about copyright laws make everybody involved look juvenile at best
2) It isn't exactly going to be all sunshine and rainbows when people start throwing insults and turn this into a flame war.

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Mods / Re: [0.8.1a] Degenerate Portrait Pack v1.1
« on: August 06, 2019, 05:25:14 AM »
That said, 99% of anime themed mods on pretty much all games are basically skirting around copyright laws and they are most of the time small enough to not draw any meaningful attention from authorities.

He does have a point though for that reason: anime mods breaking copyright protection laws is basically a premise at this point, and bringing it up is like playing the uno reverse card. It basically kills the discussion there because bringing it up lacks a good faith.

Starsector's modding scene is I guess unique enough in a sense that 99.9% of mods use original graphical assets and can easily draw the line where the copyright stands and where it doesn't. I can see where the moderators and Alex would stand on the issue because a legal conflict is not what they would like to go through, but as an end user this is probably one of those domains where people sort of accept that the laws are being broken to a certain degree.

In a realistic sense, unless Starsector gets a major publishing deal and this mod somehow gains traction and gets a, say, half a million subscribers from steam workshop, nothing would likely be done about it.

So in a sense, back to his point, it all boils down to whether you like anime or not.

Me personally? I couldn't care any less.


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Modding / Re: Tactical interface is a bit of a mess
« on: August 06, 2019, 04:55:05 AM »
I really like the mock-up, could this somehow be made into a mod, or is this simply impossible?

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Mods / Re: [0.9.1a] Interstellar Imperium 2.1.0
« on: August 06, 2019, 04:04:19 AM »
I'm personally having trouble utilizing the imperium destroyers. They are impossible to maneuver that a single lasher can easily take it out with barely any tax on the flux capacity. Any tips on the build?

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It's probably not as broken as you think considering that you need either a shitload of command points (with a command center hullmod) to farm damage with a fleet or a lot of supplies when you are soloing, and that enemy ai generally decides to retreat if they see no way to win (i.e. player constantly dunking on the fighers/drones and gimping their regen).

If anything right now the mod heavily rewards flankers and damage dealers that it becomes almost comical after a certain point that almost all your destroyers have 80+ rating whereas your Onslaught capital ship has sub 40% because of all the armor/hull tanking it has to do.

Considering a loyalty mechanic is already in place and there are historical examples of ships that survive insane structural damage that they become famous for it, I would even argue surviving combat with hull damage should count towards the combat rating.

To offset the positive rating bloat, maybe take into consideration the number of system malfunctions, the time ships spend in reduced CR to offset it?

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Mods / Re: [0.9.1a] Hazard Mining Incorporated (Minifix Ed., 0.2.1c)
« on: August 05, 2019, 08:44:08 PM »
Here's some feedback:

The extra raider factions that aren't listed on the intel screen feel really cheap and their gimmick is very different from the lore of vanilla starsector, and they didn't have any particular uniqueness that warrants a place in game if you disregard their edgy concept.
Same goes for Samiel, the whole Dead Space roleplay thing you have going there is cute, but it really breaks immersion compared to the rest of the game's content.

Lore aside, the new commodities added are not used by any faction industries in the world, so it essentially just becomes an early game cash generator that you pick up from black market and offload wherever it's short for about 200 to 300 units. When using this mod with Nexerelin, I've noticed that HMI does not have any imports from anywhere, making so that you can just print money with two atlases with augmented drives by selling every single commodity to the colonies ever. Other colonies conquered by HMI did have proper imports, so I think you either need to fix it if it was a mistake or change it up if it was a conscious design decision.

The added ship classes are very broken in many ways, but the salvage variant of the mule was quite broken. It essentially completely outclasses the salvage rig in every possible way.

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