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News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20)

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Messages - Tartiflette

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1
negative feedback =/= non constructive

I agree with Grievious here: the reaction has more to do with the concept of the "idea person" than the idea itself. Someone that has no technical background, that does not offer to do any of the required work and is just asking for free labor to realize his barely-more-fleshed-out-than-a-napkin-pitch "big idea".

When making a large mod can take more than a thousand hours of work, it tends to irk the people asked for said labor. Especially when making a mod requires a lot of non technical busy work (data entry, balance fine-tuning, lots of writing etc). Had the post started with "Hey, I want to make X mod, is it possible and where should I start?", things would be very different.

I have no doubt OP was enthousiastic and probably well intended, but ideas are a dime the dozen, and the only good ideas there are are the ones that survived actual implementation.

2
General Discussion / Re: Idea for a faction mod: Fury Road theme.
« on: February 27, 2020, 06:53:46 AM »
Sounds like regular pirates with extra steps though.

3
Discussions / Re: gaming chairs
« on: February 25, 2020, 03:01:10 AM »
Gaming chairs always feel to me like garbage overpriced overhyped products because "GAMERRRRRRRZ". I have a good office chair. It's sturdy, ergonomic, way cheaper, and it doesn't have obnoxious flashing RGB lighting...

My advice: Never get faux leather but instead mesh and fabric. Fake leather can peel off.

4
Suggestions / Re: mesospheric combat
« on: February 22, 2020, 09:35:25 AM »
Btw if you want to try some low altitude combat, install the Scy Nation mod and play the main menu missions. A few of them have planetary backgrounds, but indeed it comes at a cost for readability.

5
Suggestions / Re: mesospheric combat
« on: February 21, 2020, 05:10:33 AM »
The amount of work required to make high resolution backgrounds for every use case (every planet type, with or without a star lighting it, with or without citylights etc) would be prohibitive though.

6
Bug Reports & Support (modded) / Re: Battle Not Ending
« on: February 20, 2020, 11:27:57 AM »
Scy has a script to deal with that bug. It should work even when adding them to an existing save.

7
Mods / Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
« on: February 20, 2020, 09:40:35 AM »
No problem, enjoy the mod!

8
General Discussion / Re: Pharmakos
« on: February 20, 2020, 09:23:18 AM »
They are a giant buffs-stack so there isn't much more to it than "get more capitals ships, expect losses, bring in reinforcements".

9
Mods / Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
« on: February 20, 2020, 01:59:42 AM »
And you have the latest TADA too? And it work without issue when you keep the same mod list except TADA? Because it works with everyone else.

10
Modding / Re: Arknights Portrait Pack
« on: February 19, 2020, 01:29:21 AM »
I would be okay with with this mod adding portraits to my mods as long as they are provided as optional files. That way users can decide for themselves if they want to keep the original portraits or not.

11
Mods / Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
« on: February 16, 2020, 11:30:45 PM »
Do you have the latest Nexerelin installed?

12
Modding Resources / Re: Kitbash Database
« on: February 14, 2020, 01:47:13 AM »
Sure, just remind me about it in a month when I'm back home.

13
General Discussion / Re: Mod Request
« on: February 13, 2020, 08:19:59 AM »
Actually I think that it would be easy to make a mod doing that. There is a "sell everything" mod already, so I don't see any technical hurdle to overcome.

14
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: February 10, 2020, 06:05:55 AM »
Every modder thinks about adding a station, but it can easily represent a couple hundreds hours of work to make them. Time that could be spend on adding several ships instead. So when I got time, maybe I'll get around adding one.

15
Mod list? Because some mods (specificaly, mods that make the sector larger) can affect the performances regardless of RAM allocation. Also, if you have the console command mod enabled, you can open the console and check if the RAM is properly allocated to the top of the screen.

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