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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 - Regularity

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1
Modding / Re: [0.97][WIP] United Aurora Federation 0.75c ( Hotfix 3 )
« on: March 16, 2024, 05:00:06 AM »
Minor bug: The Solvenia's engine sub-hulls have mismatched turret arcs. Both have a small mount oriented directly south. This mount on the left engine has a 90 degree firing arc, but the one mirrored on its right engine has a 180 degree arc.

2
Modding / Re: [0.97][WIP] United Aurora Federation 0.75c ( Hotfix 3 )
« on: March 15, 2024, 06:54:00 PM »
When I was doing the Yimie mission, I resigned my UAF comission to colonize a planet... but had no idea that would cause an automatic and instant fail the mission. I assumed, y'know, since it was a personal request and not one officially sanctioned by UAF command that you didn't need to officially be commissioned by the faction to do it.

Anyway, is a specific event or character flag I can modify in the save file to reset the mission? Or am I just locked out of that event chain for the rest of the playthrough?

3
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.0
« on: March 11, 2024, 03:58:52 PM »
I noticed this error when checking my game logs. Not sure if diable is the cause, but it obviously mentions diable so there's a decent chance it's the cause:


4
Darn it, didn't bother checking the patch notes since its my first time playing in a year plus, and missed that the governance choice was permanent. I don't suppose there's any console java code I could run to swap governments, is there? As opposed to having to demolish a fully-developed colony or just be stuck with the default.

5
Modding / Re: [0.97][WIP] United Aurora Federation 0.75b ( Hotfix 2 )
« on: March 05, 2024, 09:55:15 AM »
Apologies if this has already been reported, but on the main menu I saw a UAF ship wander in and the log reported a repeating error while it was on-screen:

6
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« on: June 09, 2022, 03:26:31 PM »
Gotta say I love the mod, so please don't mistake this big list of feedback as me not liking the mod!
  • The Queen offered me an underworld mission to obtain (steal) the Solvernia flagship. The flagship of the faction she owns. I dunno if that's a bug, or intended to display how sneaky or whimsical she is. (Actually, not even sure she should be setting up missions to steal ships at all; as a monarch can't she just gift them?)
  • The "Nebula Bravo(M)" I haven't seen once for sale across easily 100+ market refreshes; I only obtained one through a bounty mission hunting down turncoats. Given it's not listed as either an experimental ship or described as unique, I think you may have just forgotten to add it to the pool of ships available on Auroran markets.
  • With five unique agents you are directed to by story events, and the ability to turn in cards, you can pile up Auroran faction relationship far faster than you could possibly ever need. I end up regularly raiding Auroran worlds despite working for them, just so I can convert some reputation into something useful like loot, rather than letting it get wasted by overflowing past 100. There should really be some sort of way to "spend" it for something, like rare ships, blueprints, high quality officers, or artifacts.
  • The Supolev Alpha and Sekai's deployment costs are 5 points, which is the exact same cost as war frigates with double the flux and weapon mounts. As transport ships they should probably be dropped down to 3 (the Buffalo's) or 4 (lightly armed war frigates).
  • The Eyeseau feels like it needs a deployment cost decrease. It costs about the same as a front-line battleship, but has only four medium mounts in any given direction and its ability is extremely situational in my experience. It can wipe out fighters to be sure, but has limited utility against missiles; even if missiles can actually swerve enough to miss the Eyeseau's capital capital-sized shield bubble, they'll just send up slamming into adjacent allied ships (which will always be sitting there since the Eyeseau has too little firepower to be on the front lines alone). Worse, since the Eyeseau has no significant firepower, the AI does not hesitate and fire at long range like against most battleships, but instead will eagerly rush to point-blank where missile jamming become even more useless. So given its deployment costs, I'd rather have a battleship with decent point defenses that is useful in every battle rather than a capital that's only really good against fighters and the stray LRM.
  • I think the Minora(SP) may have been classified as the wrong ship size. It's designated frigate, but most of its stats -- such as ordnance points, deployment cost, and combined slots for weapons/fighters, maintenance costs -- are much too high for a frigate. It's not even an ambiguous, borderline case; in terms of states they blow straight past high-tier frigates and low-tier destroyers and land squarely in the range of mid-tier destroyers.
  • Not sure if this intentional, but the Sentry cruisers seem to appear many times less frequently than even experimental capital ships. Seems weird that more powerful experimentals are more common than weaker ones.

Hey one of your flag ship Solvernia has quite a lot of oversight in it like one of the missile section using crusier class while others using capital module
There's a quick fix for this. \Starsector.0.95a\mods\UAF\data\hulls and replace ["hullSize": "CAPITAL",] with ["hullSize": "CRUISER",]

7
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« on: June 08, 2022, 10:00:59 AM »
I've noticed Aurora space bans you from storing AI ships on their planets, like most other factions... which wouldn't be unusual if not for the fact they have sentient robots living and working in their society. They should probably allow storing of AI ships like pirate bases do.

8
Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.9 - 06/07/22
« on: June 07, 2022, 01:49:57 PM »
I don't know if anyone's mentioned this already, but the pirate flagship descriptions seems to suggest they're unique (like other IBB ships), but it seems they can appear on multiple occasions in randomly generated fleets, and even be mass produced via blueprints. I suspect this is a bug as other mods' unique bounty flagships don't exhibit this ability to be mass produced or appear repeatedly, but you could have done this intentionally for all I know.

Also, for balance feedback: Deployment points needs a looking at, in my opinion, especially for hybrid transport-warship classes. As someone with over 100 active mods, JYD (and CFT, your other mod) have by a significant margin the highest firepower-to-deployment-cost ratio. In my games I end up using JYD and CFT transports as my mainline warships due to the fact I can deploy 200-400% more vessels than enemy warship fleets without a proportional reduction in ship fighting ability.

The main reason seems to be because these ships have deployment costs roughly the same as unarmed civilian ships of the same class, but possess the firepower and ordnance of medium-quality warships, along with the corresponding number of mounts with great coverage (most non-front ones usually have 180-360 degree firing arcs). That alone would make them worthwhile, but they also have the additional perk of often have literally the largest cargo bays of their class (or at least top 5) -- again, that's with 100 active mods -- so completely obsolete the need for conventional civilian supply ships and their corresponding costs, fleet size, and enemy detection penalties. Finally since the game classifies them as non-combat ships, their presence in your fleet does not contribute to combat ship fleet composition, so they do not reduce XP gain or scare off enemy fleets like normal combat ships.

Some examples of what I mean:
  • Troublesome. Destroyer. Costs 5 deployment points. Deployment cost of a cheap war frigate, but the firepower of a very heavy destroyer or very light cruiser. Also acts as marine support on top of those bonuses.
  • Carrack. Cruiser. Costs 10 deployment points, roughly a higher quality destroyer. Its five medium, five small mounts puts its firepower well above destroyers of the same cost. Oh, also literally the single largest (cruiser-class) cargo hold I've seen across the ~40 mods I have installed, with cargo shielding and salvage facilities to boot.
  • Intelligent. Destroyer. Costs 5 deployment points. Unlike the others its cost roughly matches its fighting ability (cost of a mid-tier frigate, firepower just below that). But it's noteworthy here because it simultaneously fills almost every non-combat niche at once: it has more cargo than a buffalo (possibly the largest destroyer cargobay among my 100 mods), and in-built hullmods for salvaging, surveying, and boosting fleet detection range. So having these in your fleet can obsolete basically every form of destroyer-tier support ship in existence, except marine support. Which can mean room for a lot more warship in your fleet. That said you can still throw them into battle and they will fight with near parity against other ships of the same deployment costs; they don't suffer for this super-utility by being defenseless ships.

9
Typo: Exact Clearances edict description. "Poduction" should be "Production"

10
Mods / Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« on: June 05, 2022, 11:20:34 PM »
Not sure if this is still being worked on but: The Kraka (and its sister launchers for different sized mounts) should have the DO_NOT_AIM hint. Because it does not have this, the AI assumes its a dumbfire projectile gun so seems to only fire at targets directly in its firing cone... despite the fact the projectile has ability to maneuver like a strike craft. As a result these launchers have far lower average DPS under AI control, as the AI will simply hold fire when nothing is in its firing arc as it would with other dumbfire projectile weapons.

11
Possible Bug: The Vardr/Redwing engages in self-destructive behavior when encountering mines.

When a mine appears being them, they attempt to do a 180 so they can bring their forward shield to protect against the blast. But unfortunately the two long arms sticking out to its front means they end up always hitting the mine when performing this rotation maneuver. Basically, their very attempts to protect against mines ends up making them worse by turning a nearby mine explosion into a direct mine hit on the ship.

12
Quick question: Does this mod properly apply the bonuses to all sections of multi-section ships? (You know, the kind where each section has its own fitting and OP points, and fires and vents independently). Since a few mods introduce them, I was wondering if they were supported or not.

13
Mods / Re: [0.95.1a] Unofficial New Game Plus 1.7.2 (2022/4/19)
« on: May 30, 2022, 12:22:47 PM »
Is there a way to hide the HUD shortcut button in the upper left corner?

I keep thinking it's a jump point in the corner of my eye due to the circular glow. And it's not like many people need a shortcut for it on the HUD given how extremely rarely you need to visit the screen (you can only change stuff like once a year, by default).

14
Modding / Re: Super Degenerate Portrait Pack Compilation
« on: February 02, 2021, 11:08:04 PM »
With respect, players are free to customize their own game as they wish (obviously, insofar as no laws are broken and no one is harmed). I've merely given players the option to change something, if they so desire, and it seems quite... demanding to try and outright ban them from even having the option. They are free to do as they wish with their own game, be it replaced all the sounds with loud farts, turn everything pink, or replace all the avatars with cartoon ducks. Yes, even if it goes against your creative vision and you detest the color pink.

Additionally I should point out this mod contains absolutely no code, images, or any other assets taken from your mods. Just as you can add to or modify elements of the Starsector game without getting the developer's permission, so to are others allowed to modify your work as long as they aren't re-uploading any assets from the mods themselves.

I mean to be truthful here, *none* of those mods made any of those portraits so they are all, to say it nicely... "Borrowed". Which is one of several reasons I am asking you to not add them to THI.

While the portraits themselves come from other sources, it should go without saying that other portrait packs have remained on the site for years and years without being removed, so I think that sets a precedent that it's something acceptable. I suspect that if any of them were in violation of any rules, they would have been scrubbed away long ago rather than remain up. (Along with nearly every user's forum avatars as well, I suspect!)

15
Modding / Super Degenerate Portrait Pack Compilation
« on: February 02, 2021, 04:01:22 PM »


Where do I get it?
<download link removed -Alex>

What is this?
1600 anime-style portraits. It's a merger of basically of every anime-themed portrait pack I could find for Starsector merged into one pack, and just a little bit of curation to remove some of the more blatant outliers in quality/size/etc to make the art slightly more consistent.

Why?
I've been modifying the portrait packs I downloaded to remove outliers in quality and size. Additionally, I've noticed many, perhaps most, mod packs only support vanilla factions and do not include support for most modded factions. I corrected this... but only after a lot of effort in figuring out how. I figured sharing it would save other users a similar struggle. And then I merged them together because I figured it's easier to have one big pack instead of many little ones.

What's in it?
Contains elements from the following existing packs, with credits to their respective authors:
Customization Instructions
This mod will attempt to add the portraits to every possible faction, including almost every mod in existence that's been updated to 0.9.1a. You can manually opt out certain factions from the modpack by going to Starsector\mods\Super Degenerate Portrait Pack\data\world\factions directory and deleting the respective faction file. Since deleting a file is far less work than creating one, I opted all factions in by default.

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