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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - Vensalir

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1
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 23, 2019, 01:32:01 AM »

One of the most interesting aspects of Nex for me is the possibility to have custom starts. The Blade Breaker one from DME is especially interesting for me as I like the extra challenge of mostly hostile NPC factions but with a strong starting ship.

That said, would it be possible for me to change the starting ship assigned to that custom start ? Specifically, when you pick the "super ship" option, you start with a Sparrowhawk, whereas I'd rather have a Black Lancer. Is there a file I can modify to make it possible ?
Dassault-Mikoyan Engineering/data/config/exerelinFactionConfig/the_deserter.json
At the bottom you have the following:
Code: json
    "startShipsSolo":["istl_starsylph_deserter_test"],
    "startShipsCombatSmall":["istl_slammer_std"],
    "startShipsCarrierSmall":["istl_curse_proto_test"],
    "startShipsSuper":["istl_stormkestrel_proto_test"],
Change the specified variants to whatever you like. You can look in the mod's data/variants folder for a list.


Thanks a lot, much appreciated !

2
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 22, 2019, 01:05:27 PM »
I'm really enjoying the mod so far. If you play with many modded factions, the galaxy quickly becomes a very lively place indeed.

I would like to ask a question, though. I'm not entirely sure whether I should post here or on the DME page, but I'll try here first.

One of the most interesting aspects of Nex for me is the possibility to have custom starts. The Blade Breaker one from DME is especially interesting for me as I like the extra challenge of mostly hostile NPC factions but with a strong starting ship.

That said, would it be possible for me to change the starting ship assigned to that custom start ? Specifically, when you pick the "super ship" option, you start with a Sparrowhawk, whereas I'd rather have a Black Lancer. Is there a file I can modify to make it possible ?

3
Mods / Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
« on: February 12, 2019, 03:59:59 PM »
You can find them in DME black markets. They're not terribly common, but they do pop up every now and then. If you stick around their systems you're bound to find them eventually. Or you can get a commission with them and get access to even more goodies.

4
Mods / Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
« on: February 12, 2019, 03:09:23 PM »
I'm not a terribly experienced player, but I feel that the best counter to the Wolf are high burst damage weapons, possibly with very fast projectiles. The Antimatter blaster and Omni blaster are very effective at this. Heavy blasters are possibly even better.

DME also has a medium sized heavy laser that packs a huge wallop and has zero travel time, that works really well for me. Just bait them it, take the damage and then smack them in the face. They will either overload or get a ton of damage.

5
Bug Reports & Support / [0.9a] Excessive (?) fleets respawn bug
« on: November 19, 2018, 04:28:50 PM »
I think I found a bug with the respawn rate of Luddic Path fleets at one of their bases.

Simply put, there are always a number of substantial fleets (mostly called Holy Armada) stationed at a Luddic Path outpost, and their number never seems to decrease, no matter how many I kill. I usually go in, kill a fleet or two, wait a few days in system to restore my CR and another fleet of equal strength is always there guarding the station.

Is this an intended feature ? It seems like the respawn rate is way too high for it to be balanced.

I also found some strange issues with derelict ships ; I can usually salvage Nebula-class transports from fleets that didn't have them in the first place, and I once found 2 Legion [XIV] battlecarriers in one system.

Beautiful update despite these tiny issues, though, I'm having oodles of fun with it.


6
General Discussion / Re: Do-nothing AI.
« on: October 12, 2018, 12:00:26 PM »
I must say that I, too, find the AI a bit annoying on frigates. As it has already been said, it behaves reasonably well in medium and large encounters, but in small ones it is way too passive in my opinion. Also, the AI's tendency to keep the distance in reverse until CR runs out is a bit aggravating, especially when there is only one enemy ship standing. It's clear victory is impossible, why doesn't it retreat ?

I think it should be a little more daring, and perhaps try more diverse tactics. For instance, a less-capable frigate could try for strafing passes instead of going for a head-on slugging match.


7
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« on: May 26, 2014, 07:42:52 AM »
Love the idea of a corvette-ish ship ! Great news indeed  :)

8
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« on: May 25, 2014, 03:37:15 PM »
Beautiful sprites as always  :)

In one of your posts you mentioned the idea of adding new UIN fighters, did you have any specific role in mind ? Personally I find the existing ones are great against low-tech fighters thanks to their frag-based damage output, but somehow lack the punch to attack frigates or capitals. I think a bomber would be a good addition.

9
Love the mod so far, especially the void walker faction. It's a complete game changer, although I would have liked to maintain at least neutral standing with the independents.
The new soundtrack is also really cool, especially the combat one. Were you inspired by any game in particular ? I think I am hearing small bits of Human Revolution's soundtrack mixed in with some X3/X3TC in the general ambient one  ;)

Also, it's very very stable for a mod with so many features not present in the base game. Only crashed once so far.

Really great job  :)

10
Mods / Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« on: February 05, 2014, 07:03:49 AM »
Well, you could have something like a "composite" ship plating with bone inlays, like in an ancient decorated box. For instance, the flank of the ship would be 3/4 standard plating and 1/4 bone plate inlays, maybe lined with bolts and metal connectors along the edges of the bone section. It would, in my opinion, look better than just to strap rock plates over standard ones and it's compatible with the idea of something that has either been cut and shaped (or grown) to fit into a particular slot, like over the vital areas of a ship.

11
Mods / Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« on: February 05, 2014, 01:50:54 AM »
Semi-organic ships are a cool idea indeed ! It would complement well with the high-tech look of UIN ships and the green hulls of the XLE. Also, thanks for the tip about mouse strafing, I had absolutely no idea I could do that !

12
Mods / Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« on: February 05, 2014, 12:47:55 AM »
I've been playing for a few days now and everything works quite well actually. Stability has improved greatly for me since the last release, haven't had a single crash in more than 10 hours of play.

I really like what you've done with the mod, especially planetary exploration. It complements very well with the rest of the game I think, and is a viable alternative to piracy or trading for the new player. I've also tried the new UIN Prototype (I always play UIN) and it's really powerful. The only complaint I have is that it's actually a bit difficult to use it's main gun due to it's rotation speed. It turns so quick you have to zoom in a lot to get accurate shots of the particle cannon, which is already not the easiest gun to use due to the slow speed of the projectiles. Most of the time, I end up spraying an arc in front of me instead of hammering the same point because of the violence of the turns.

Personally, I'd rather have a lower turn speed and a universal mount instead of an energy one for the main gun. UIN large energy guns area mainly short ranged, and being able to mount a railgun on the ship would enable it to play in a support role better. Or those really really neat dual 60pdr guns  ;D

Anyways, great mod as always, really enjoying it so far !

13
Mods / Re: Magician's mod (wip)
« on: November 26, 2013, 11:53:58 PM »
Those sprites look really really cool, especially the Cyclops : it sort of reminds me of the Golden Heart from the movie adaptation of "Hitchhiker's guide to the Galaxy"  :)

14
Mods / Re: Project Ironclads, version 6.1a (for 0.6.1a)
« on: October 05, 2013, 05:27:37 AM »
Last hotfix fixed everything for me, both the "special offers" crash and the join military bug (for UIN), great job !

15
Mods / Re: Project Ironclads, version 6.1a (for 0.6.1a)
« on: October 05, 2013, 02:01:59 AM »
I found a somewhat effective trade route in UIN space : Buy High tech components in Achilles and sell them at the Shipyard in Gianopolis, then buy weapon comps in said system and sell those in Achilles. Rinse and repeat :)

Also, a couple things for Okim :

In the Achilles system, the civilian base sells low-tech components which you can then sell at the security base orbiting the same planet. Is this intended ? It's very very easy to just buy a couple of micro freighters and grind that route till you're a millionaire.

Also, I'm getting many .null errors (the error screen didn't give me more info about them) when trying to access "more trading options" in several systems. SO far, I've counted the stations at Nexus, Centronom and Centauri, and the shipyard at Gianopolis. Oddly, the .null errors seemed to be more frequent when a Jolly Roger was in my hold.

Hope this helps :)

As a side note, I've had the possibility to play your ACM mods for both Aftershock and SOTS, and I got to say they're pretty much the best there is around. SOTS+ACM is probably the most fun I've ever had in a sci-fi strategy game !

Short trading routes are intended. Mostly for the case when you got ruined by some random pirate popping out of nowhere and blasting your shuttle with precios cargo. A way where you can continue playing without the need to restart.

Look at the bottom of the log file in starsector-core folder after you get a null error. By 'more trading options' you mean 'browse special offers?".

Just to make sure - there was a hotfix yesterday that fixes some errors - did you get it?

Yes, sorry, I meant "More trading options" :)

I'll post the log results next time I get an error, but truly that's the only bug I've found so far, mod otherwise runs smoothly for me.

And yes, I was running the hotfix :)

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