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Topics - ChrisH

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Modding / A different way of looking at mods?
« on: December 19, 2015, 12:50:04 PM »
My fellow Admirals

I've quite fallen in love with playing the mod called "Starsector +". It has made the game get a sense of purpose of that "Perfect mod balance"

Now, I have only tried modding XCOM Long War to my own specifications in the past, but I feel that the modding availability in Starsector, may actually be much greater than that of the Long War.

I'm a great space fan. I think i've binge watched Stargate and various other space and sci-fi related shows about 10 times over. All those hours in Cryo getting from one galaxy to another. It's good that Earth has such a talented actor-genepool.

Now, the problem that Starsector has, is that it is an early stage game. The Outposts mechanic is something I look forward to, but I think that the modder community can do a lot if we can introduce some new functions.
Please be aware through reading this, that I have about 0 modding experience with Starsector - These things may already be possible

What i'm looking for is being able to mod the following parts into the game.

  • Quests that are activated at a certain planet, quests can have game mechanic variables as a requirement (Skill, Date and or time, ship, money, previous quest completion, X number of credits obtained from bounties etc.)
  • Availability to set certain requirements for quests. (Time in days to complete, fleet commanders to destroy, goods or ships to deliver to planets , etc.)
  • I need a function to create a point in space that has a dialogue, and the function to spawn quests given certain parameters at this point in space - Much like the solar panel things many planets have, just with a dialogue and as many functions as possible.

Take a walk in my web of thoughts

Come closer little spider....

I want to create a mod, that is like a DLC, or whatever you may want to call it.

Each mod may include several factions, unique ships or whatever.
Each mod is designed to be played like a questline, a mission, a gamepack or whatever.
This allows me, The Puppet Master to think up crazy scenarios, quest lines, characters and stories to enlighten this community with.

Each mod also has a win-condition, allowing me to challenge the community to become better admirals, using their skills in battle, as well as in dealing with corporate manipulation and otherworldly beings.

So, let's get a talk going. Which of these things can already be done, and which of them would we need to kindly ask the Creator for in our nightly prayers?


WHAT SAY YOU?

2
Suggestions / Interface scaling
« on: December 06, 2015, 03:42:30 AM »
I have extremely poor vision. I would love an option to resize the HUD/Interface in the universe map and in menus like the intel tap - Not so important for actual battle but it would certainly be a quality of life addition to the main game for us moles out here

3
'Ello fellas.

So, I've noticed that the price gaps from Green crew members up to just the veteran level is a doubling of your investment (If you can deal with having 60% ish CR)
In order to confirm my theory, I need to know if anyone has any details on the way that crew members level up? (Mathematical formulas are welcome)
If it's based on deployment into battle, wouldn't getting a couple of crew style ships and fighting off a few pirates be sufficient to level 100s of crew members per fight?



Here's the free money making method (About 2-5 times ROI)
- It's quite good for the new guy starting out in 0.71

Any "Barren" class world, usually has 30x Marines for about 700 Credits a pop on the black market.





Starting out, going straight to Asharu and buying 30 marines will double or triple your starting capital in the first 2 days - Enjoy
- Extra note - Whenever you visit these worlds and buy marines, always check the prices of Supplies and Fuel while you're there. I often find supplies for less than 100c a pop which in .71 is quite fantastic savings

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