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News:

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

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Messages - Tartiflette

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1
Yep, I can definitly see myself loosing countless hours in this...

2
Mods / Re: [0.9.1a] Scy V1.57 (2019/09/04)
« on: October 21, 2019, 06:19:42 AM »
Thanks! :)

3
Modding Resources / Re: [0.9.1] MagicLib v0.27 (2019/08/07)
« on: October 18, 2019, 10:05:43 PM »
That's  a limitation of the current implementation. Static textures regardless of variable length is a tough nut to crack but you can talk to Nicke if you have ideas to solve it.

4
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: October 18, 2019, 07:04:22 AM »
Maybe El Psi should reward some unique weapons instead

5
Modding / Re: Need advice, re-working ships
« on: October 18, 2019, 02:02:35 AM »
Hum, question: does Steelclad needs everything from Ironclad? Since it's no longer a TC I can hardly believe there isn't plenty of content that can be culled, allowing you to concentrate on the worthwhile ships. Or at least start by doing so first and then work your way down to the less needed content.

6
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: October 15, 2019, 07:50:41 AM »
If you think the Gust's system doesn't benefit the AI you are badly mistaken. As the description says: it allows the best aces in the feet to take over the controls, improving the combat performances of the affected wing across the board.

(effectively it gives them a 25% time dillation while the system is active, regardless if it is the AI or the Player that is in control)

7
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: October 15, 2019, 12:30:48 AM »
 Hey, thanks for the detailed feedback! Most of it matches the changes I'm making for the next big (BIG) update. I have a handful of disagreements here and there, like the Gust (who doesn't want to pilot a Wanzer?????) Or the Maelstrom (that is widely regarded as one of the best player piloted capital ship).

 One thing is sure though, Diable will never have a dedicated capital carrier. You even outlined the reason yourself: Wanzers are strong and already easy to mass into an unstoppable ball of death. I'm even nerfing a lot of the existing carriers in small ways.

8
Mods / Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« on: October 14, 2019, 07:39:50 AM »
For many reasons Seeker is not yet available on the forum. There is however a bastardized ship-pack version of the mod available on the Discord.

9
Modding / Re: Cruiser or Capital?
« on: October 14, 2019, 06:47:55 AM »
Civilian ships are a fair bit larger than their combat counterparts so just slimming it a bit would do the trick for a cruiser.

10
Mods / Re: [0.9.1a] Common Drops - Cherry picking blueprints made easy
« on: October 14, 2019, 03:55:58 AM »
I can certainly relate to that, I started modding without knowing anything about coding in general and it was a pain at first. You should consider joining the Discord: there is a dedicated channel there to ask for code tips and help. Plus you would be able to test things with other modders quickly.

11
Mods / Re: [0.9.1a] Common Drops - Cherry picking blueprints made easy
« on: October 14, 2019, 02:59:29 AM »
Quote from: Crimson Sky Gaurdian
Edit: Reading through the first page of the linked Vesper Combine it seems people would complain, which to me is madness.
No-one's forcing the author to use the mod, and no-one should be able to decide what mods a user wants to run.
You should read a few more pages because you'll quickly see how mod authors actually wanted to make their mod compatible with Vesperon Combine, but the method used first wasn't letting them do it and instead was introducing unsolvable issues for them (as well as not working the way the author imagined it would).

To me personally it's less about asking permission and more about letting individual modders handle the compatibility so that they can ensure it is bug free with the specific inner working of their mod.

12
Mods / Re: [0.9.1a] Common Drops - Cherry picking blueprints made easy
« on: October 14, 2019, 01:08:27 AM »
Right now the mod doesn't even change the drop rates of other mods at all, it only changes vanilla drops.

If the author wants to affect mods (and they have mentioned such intention), then a merged list that every modder can add to from their own mods is the quickest, safest and most open way to do it. It's not even a matter of "safeguarding the integrity of other mods", it just ensure the best compatibility outcome with the widest array of mods, it requires the least amount of work to maintain such compatibility, it prevents unintended game-breaking bugs, and if players want to tweak something to their liking, they can still do it exactly the same way.

13
Mods / Re: [0.9.1a] Common Drops - Cherry picking blueprints made easy
« on: October 14, 2019, 12:22:25 AM »
I too think the default behavior should be that individual blueprints are the default and ship packs are exceedingly rare and valuable. So I really like the idea behind this mod. Although I would like if there was some options in the mod to set the drop rates so that the rare blueprints get more common, but not just too common.

This mod is fine in the way it works right now. But to properly integrate with other mods it should have a merged list for modders to add their own stuff, instead of relying on a curated file that will get obsolete fast.

Some modders might be quick to jump to their guns when stuff like that are said
Quote
If anyone wants compatibility with a ship pack, just post a link
for various reasons (including genuine problems it could cause), but in the end a merged list maintained by the individual modders ensure the maximum compatibility with the widest array of mods, and the minimum amount of work for everyone involved, including you Crimson Skies Gaurdian.

14
General Discussion / Re: 7th Starsector Fleet Building Tournament
« on: October 11, 2019, 12:29:46 AM »
 Well, the first "blind" run of tests before any tweaking usually go like this: Everyone dies against the same wave, more often than not the first one, or they all beat all the waves.

 The thing you vastly inderestimate is how damn hard it is to create opposing fleets blindly that have just enough power to hurt the player fleets, and it gets harder at every wave because it is even harder to gauge how much have the fleets been hurt by then. This is made even worse because the waves use ships that aren't balanced in vanilla such as the remnants or the derelicts.

 It would be like writting all the year tests for students you don't know the school year and without knowing what they are taught at all besides "stuff taught in school".

15
General Discussion / Re: 7th Starsector Fleet Building Tournament
« on: October 10, 2019, 07:51:08 AM »
I just use the tournament mission. Usally it goes like this:

- I make a rough plan of what each wave "theme" will be.

- I make a truckload of loadouts for them as well as basic wave compositions.

- Only THEN I take a look at the player fleets to see if there is a fleet that would either be uterly stomped or would completely stomp everything. I don't want to favor someone just because they were the lucky one that would perfectly counter the early waves before their fleet start to suffer.

- I run the match against most fleets to find the ouliers. Usually time accelerated.

- Then I keep runing the match again and again against the couple of strongest fleets, adjusting the waves so that they loose some ships against each ones but can somewhat reliably get to the last wave.

- Once I'm starting to get a coherent round I check against the weakest fleets to avoid them getting stomped and adjust the early waves to have a smooth ramp up of the difficulty.

- When I'm happy with the extremes, I run the round against everyone without time acceleration to make sure there is no intermediary roadblock; and there usually is, meaning adjusting and rechecking everyone. Rince and repeat.

Overall there is no magic trick except a lot of experience to anticipate the impact of every late changes so that they don't disrupt everything.

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