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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 - UserNameViolation

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1
Modding / Re: [0.96a] Scavenger Trading (v0.0.4)
« on: December 08, 2023, 09:29:40 AM »
Just wanted to say thank you for all your hard work   ;)

I personally use: this one, More Bar Missions, Force Auto Resolve, and More Military Missions - so yes, almost all of them ;D (i have Nex, so don't need Pick Your Ship). They fit so nicely into vanilla-friendly experience!

2
Thank you for all your hard work on this brilliant mod, i enjoy it immensely!

Is there any chance you could add support for LunaLib settings? Would be pretty neat to change settings "on the fly" without the need to open up Notepad   :D
If not than it's not a big deal, mod is still awesome  ;)

3
Mods / Re: [0.95a] Rebalanced Doom 1.0
« on: July 19, 2021, 05:11:10 AM »
I've been using this for the past week, and I consider it a new staple. I think it's pretty balanced- I find that I can still do a little more with a Doom than I can with a capital of higher DP cost, but it takes investment and some thought. Seems about right. Also, your videos were interesting to watch, so thanks for that.


However, I've been wondering if you'd be willing to release your source code so we can putz around with range values ourselves. I've gone from hesitant about the range at first sight, to accepting once I actually played it, to a little chafed by it after a while. I want to stress that this is strictly a comfort and gameplay flow issue; it doesn't need to be any better from a balance perspective. My points of contention are:

- with the Doom needing to be in normal weapons range to use its mines, I often find them redundant. The way you use it in your video on overloaded targets with a high-alpha AMB loadout looks great, but when I'm doing the same, it seems just as effective to pop into phase to keep flux down and quickly get a second salvo off, rather than spend that flux on mines that might get shot down or evaded. Using them to exploit AI shield management is still alive and well, but at close range and especially with allied support, I'd often rather force an overload on the shield than bypass it. I feel like giving some range back would make the mines more distinct as a weapon, at the cost of being objectively overpowered and exploitable.

- friendly AI Dooms seem hardest hit by the change, because they don't know how to manage the AoE, or their own flux. Doom fleets have always been kinda no-chill towards friendly frigates, but now they seem to be cracking their own armor a lot more. I don't notice it much on enemy Dooms, since they have a shorter lifespan in the first place, and don't have to worry about post-battle repairs. It makes all-phase or majority-phase fleets kind of a meme, I think. And maybe they should be, but eh, I'd like to have it as a viable option.

So, I'd like the option to have a just little cheese, as a treat. But I don't want to go back to Dooms dropping mines from phase, which I think is the most important balance change here, for both enemies and the player. Enemy Dooms being able to flee in phase while insta-dropping whole stacks of mines on the frigates fast enough to pursue them is insane, and so is the player being able to deploy artillery from complete safety.

Totally agree with points above. I changed range to 1200 instead of 800 and now friendly AI seems more capable of dealing with blast. You can do it yourself too

4
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: November 25, 2020, 12:48:40 PM »
Spoiler
Mod is great, thank you! Just a couple of questions though,
How can you remove hot condition on volcanic planets? I tried to build stellar shades, but of no use sadly.
Also this domain technology mining thing, there is a second option in settings.json called  ("boggledReplaceAgreusTechMiningWithDomainArchaeology":true,) what exactly it does? Is it suppose to replace tech mining for blueprints and weapons? and if so will you get any blueprints besides domain artifacts item?
Thank you in advance!

You have to use the terraforming control panel to modify planetary conditions. Right now there's no option to remove only the hot condition from a planet - you have to change it to a different planet type. I intend to add the ability to change only the temperature in the future, but I doubt I'll allow players to remove the hot conditions from volcanic planets!

That setting will replace the tech mining industry on Agreus with my Domain Archaeology industry. This will result in Agreus exporting domain artifacts, allowing the player to obtain them without having to build a Domain Archaeology industry themselves.

Oh, silly me! i thought it was hot because of close proximity to sun not cause of the volcanic nature, so that was my logic ;D Thanx for elaborating on that one!

Is there a chance you could maybe in future combine tech mining with domain archaeology so that it wont have to take 2 industry slots to have both? what i gather from the description they are pretty much the same thing, so it would be only natural for one industry to produce both, blueprints\items and Domain-era Artifacts that you have created.

And am I right assuming that Arcology type worlds are introduced by your mod not Unknown skies?

Thank you for such a quick answer!

Tech mining is a vanilla industry so I cannot modify it without causing compatibility problems with other mods.

Yes, arcology worlds are introduced by this mod, not US.
[close]

Got it, thanx! You are awesome! Keep up the good work=)

5
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: November 25, 2020, 12:33:14 PM »
Mod is great, thank you! Just a couple of questions though,
How can you remove hot condition on volcanic planets? I tried to build stellar shades, but of no use sadly.
Also this domain technology mining thing, there is a second option in settings.json called  ("boggledReplaceAgreusTechMiningWithDomainArchaeology":true,) what exactly it does? Is it suppose to replace tech mining for blueprints and weapons? and if so will you get any blueprints besides domain artifacts item?
Thank you in advance!

You have to use the terraforming control panel to modify planetary conditions. Right now there's no option to remove only the hot condition from a planet - you have to change it to a different planet type. I intend to add the ability to change only the temperature in the future, but I doubt I'll allow players to remove the hot conditions from volcanic planets!

That setting will replace the tech mining industry on Agreus with my Domain Archaeology industry. This will result in Agreus exporting domain artifacts, allowing the player to obtain them without having to build a Domain Archaeology industry themselves.

Oh, silly me! i thought it was hot because of close proximity to sun not cause of the volcanic nature, so that was my logic ;D Thanx for elaborating on that one!

Is there a chance you could maybe in future combine tech mining with domain archaeology so that it wont have to take 2 industry slots to have both? what i gather from the description they are pretty much the same thing, so it would be only natural for one industry to produce both, blueprints\items and Domain-era Artifacts that you have created.

And am I right assuming that Arcology type worlds are introduced by your mod not Unknown skies?

Thank you for such a quick answer!

6
Hello! Is there any drawbacks using you mod with nexerelin? like any missing content or incompatibilities? i mean this  "totalConversion":"false", option

7
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: November 25, 2020, 11:28:19 AM »
Mod is great, thank you! Just a couple of questions though,
How can you remove hot condition on volcanic planets? I tried to build stellar shades, but of no use sadly.
Also this domain technology mining thing, there is a second option in settings.json called  ("boggledReplaceAgreusTechMiningWithDomainArchaeology":true,) what exactly it does? Is it suppose to replace tech mining for blueprints and weapons? and if so will you get any blueprints besides domain artifacts item?
Thank you in advance!

8
Mods / Re: [0.9.1a] Hyperspace Network 1.5.0 - information services
« on: November 25, 2020, 11:21:22 AM »
Just wanted to say thank you for your work on such an awesome mod! It's a must have QOL

9
Mods / Re: [0.9.1a] Adjusted Sector
« on: November 25, 2020, 11:17:30 AM »
No matter what i do, i can't get this mod to work properly=(
Map always seems to be off-centered. You can see on the screenshots, core worlds are always more to the left no matter what size of the map, constellation count or cell sizes I use, it is always off so there is empty space on north-east side and overlapping with constellations on south-west. Also affecting hyper-storm generation as seen on pictures, it overlaps with core systems.
I even tried to disable all mods and results are same. It's so sad, i cant stand vanilla empty map...

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