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Messages - Ekibana

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Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: May 23, 2021, 11:44:41 AM »
Sorry if already answered:

Is this the final version of the current build? Like we had 0.9.1a for almost two years.
Or is there gonna be another "final" patch before Alex moves to the next bigger update?

2
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 22, 2021, 02:40:55 PM »
I wonder when will the
Code
"altMouseMoveToMassTransfer"
be defaulted to true, I can't imagine playing without it honestly :)
(to those wondering, here's a video:
)

3
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 07, 2021, 10:36:59 AM »
Also:
Stipend can be turned off in the config file.
You can choose not to take a commission, or adjust how much it is worth.
You can enable spacer start (which IIRC starts you with literally nothing) in the config.
You can adjust the prices of ships and basic supplies yourself... hell, pretty much any "number isn't right for my tastes" problem you have can be solved by editing a simple text file in the game folder.

Eventually Alex will probably make a big boi difficulty himself, but until then we can help ourselves while he does more important things that we can't just adjust ourselves in text files.

My personal favorites are:
- you can't buy ships, ever; only loot-restore them or build your own, but!
- no exploration until you have at least 1 cruiser(+)-sized exploration ship (like Apogee); with the above rule you have to hunt for it first

4
Mods / Re: [0.9.1a] SpeedUp 0.7.0
« on: March 27, 2021, 04:17:42 AM »
God the game is painful without this mod now, i cant play without it

Yeah, same. I need my x3 speed-up to grind the pirates and AI defenders  :o
Good thing it's one of those mods that don't need fixing, just change the version and it's working.

5
Mods / Re: [0.9.1a] SpeedUp 0.7.0
« on: March 26, 2021, 09:09:47 PM »
To make the mod work for any version (because I expect it to change quite frequently for the next few weeks), just open the "mod_info.json" and change the line "gameVersion"
It should be "0.95a-RC9" at the moment I'm writing this, but now you can fix this yourself  :)

6
Hey there.
Sorry to bother you with stupid questions, but I've read the 1st post and then the manual and before I dive into the mod itself I want to clarify:
Apart from the combat being completely reworked, is there some major changes to the campaign and end-game? Or is it good old "farm a starting capital, build a colony, defend it and get swarmed with inspections"?
I'm asking because, in vanilla, you can't "win" as of right now, but in Nexerelin you theoretically can. Is this more of a vanilla or something else in terms of global gameplay? Maybe there is some kind of end-game invasion like crisis in Stellaris?
Hey there no bother at all! The manual needs an update as scale has changed and designations/hull sizes have also been changed to be a bit more specialized/balanced compared to the earlier versions.

To be honest, I'm not very familiar with Stellaris other than it's a 4X space game. The most recent 4X games I've played are Endless Space and Sins of a Solar Empire.

There are campaign changes in the mod in the sense that there are new factions, systems, planets, markets, ships, weapons, fighter wings, etc. Some vanilla markets have been modified as well.

As far as 4X gameplay, Nex would still be required for a win condition since this mod is more balanced around vanilla as a control for both testing and general balance outside of the combat changes. There are also planned story features but I'm waiting on future updates to make quest implementation easier and also to know the general story that is currently planned. That story takes precedence so I don't conflict with planned vanilla features in my own narrative - which was basically extrapolation from my sense of the setting Starsector originally released and was later fleshed out with more detail in future updates. I try to base anything I fan-write around that and that's a WIP - though in the past I've listed my own inspirations and influences.

To be fair, I've added a few resource conditions, industries and stations here and there in an attempt to think about the 4X condition of Nex in the overall campaign rig. I wouldn't say I've specialized in the 4X format or anything, but I've tried to emphasize faction uniqueness through either unique hulls or wings or weapons, etc, and give commissions more flavor. I've also attempted to balance colony resources to make the 4X situation at least somewhat balanced for the TC - though I've also tried to maintain certain areas of vulnerability to better reward knowledge of general campaign mechanics as well so it's a balance there.

As far as endgame enemies are concerned, I had an endgame threat in mind if I ever get to it, but the art alone would take a long time and Alex/David are already working on end-game things - so at the very least I would want to see those first.

As far as player colony mechanics, I haven't even touched those yet other than lightly adjusting vanilla markets. So if you are getting a lot of expeditions in a vanilla campaign you probably would with this mod too. The same game mechanics would apply there.

Thanks for a detailed answer! Much appreciated.
Somehow it slipped from me that I can use your mod with Nex (since they both are listed in mega-categories as "total conversion" or sort of).
If I am to combine your mod with Nex what would you recommend as a "balanced" and "adjusted" faction mods to go with your new rules of combat?
I'm trying to spice up my next playthrough but not to the extent of turning it into an anime  ;D
Anyway, just wanted to say that your mod is looking great and it takes serious effort to re-think and re-invent combat mechanics so much. I've played it for an hour just to try and the combat feels so different that I have to learn it again. That's awesome!

Edit: in Stellaris, there is this thing called Crisis. Basically, you play the game normally, explore, expand and conquer, until a certain date. Then one of several possible Crises happens and the galaxy is being invaded by the outer force, with overpowered ships. Ideally, it forces every single nation to unite into one big confederation to defeat or everyone dies, but that hugely depends on what player already achieved and built, and what difficulty setting you had for the campaign (you can handle it alone).

7
Hey, guys.
The last time I played Starsector was over a year ago, and I have a question:
I can't find "compatible with Nex" in mods topics anymore, are they all defaulted to be compatible by now or I'm missing something?

What would be the top-5 faction mods you'd recommend for a new campaign? The most important requirement is: not overpowered and somewhat vanilla-like in terms of look (no anime girls, please  ;D)

8
Hey there.
Sorry to bother you with stupid questions, but I've read the 1st post and then the manual and before I dive into the mod itself I want to clarify:
Apart from the combat being completely reworked, is there some major changes to the campaign and end-game? Or is it good old "farm a starting capital, build a colony, defend it and get swarmed with inspections"?
I'm asking because, in vanilla, you can't "win" as of right now, but in Nexerelin you theoretically can. Is this more of a vanilla or something else in terms of global gameplay? Maybe there is some kind of end-game invasion like crisis in Stellaris?

9
Blog Posts / Re: Raiding for Fun and Profit
« on: November 28, 2019, 01:58:09 AM »
Ah, can't wait to play the new patch with all the features. And to think how new raiding system might be integrated in mods like Nex...
Speaking of mods. Are there any plans to modify/redo the price-checking interface? Coz of right now, you add several factions in and looking to buy\sell stuff becomes pretty clunky, as it only shows top-5 stations-planets.

10
My own faction would be the scariest thing for me to fight. Thats "ship size 4" btw  ::)

11
Lore, Fan Media & Fiction / Re: Casual Gameplay Videos
« on: November 29, 2018, 06:30:50 AM »
Yeah, Doom seams like the best ship to make the difference, when controled by player.
You can go behind enemy lines for carriers or just clear small ships with special ability.
    vs big ships


      vs big fleets

And I kinda suck at it tbh  ;D

12
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 29, 2018, 05:58:39 AM »
Shouldn't Combat Readiness go x4 slower when in phase cloak?  ???

AI phase ships just move faster, but player enables slow-mo and suffers real time seconds tick. Is it a nerf to player or just an oversight?

13
Mods / Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« on: December 15, 2013, 02:15:46 AM »
Hello everyone!
Just istalled the mode and read Journal. Seams like changes are HUGE, thanks for that :)
But can someone give any tips on starting the game in any field (mining, exploration etc.)? I saw my lonely shuttle with one and only me as a crew member. Where should I go from here?
Kind of have some things to do IRL right now, but will be back in few hours, can you please direct me a little? Thanks!

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