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

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Messages - Inventor Raccoon

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1
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
« on: November 06, 2019, 03:48:22 PM »
Mods that skip generation when Nexerelin is installed do so because they're specifically coded to. Arsenal Expansion isn't, and just runs the IXBG generation code with no regard as to whether Nexerelin is even installed. The only check is for the noEyrie setting. I also decided to forgo an economy or starmap json file and do it manually so that the game would work even if the Eyrie didn't exist.

I'd think that Tahlan has its generation code started from the modplugin in the .jar, and the only way to change it would be to decompile, rejig the code that checks for Nexerelin and then recompile it, I assume.

EDIT: It actually looks like I've forgotten to update the source for newer versions. Here's the relevant code from my dev environment.

Spoiler
Code: java
public void onNewGame()
  {
    initAE();

    if (IX_OFF)
    {
      return;
    }

    initFrontier();
  }
[close]

2
General Discussion / Re: Where's Prometheus Mk II's bridge?
« on: November 02, 2019, 08:12:43 PM »
Judging by the lights, it might be underneath the left large turret. It would be fairly miserable to be commanding from directly underneath the gun, though, imagine the rumbling every time a Hellbore fires above your head.

3
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
« on: November 02, 2019, 08:08:36 PM »
Where do I find Mantidae fighters ingame? Just random faction depots, or any specific factions?
Independents, Persean League, Tri-Tachyon, Sindrian Diktat for all three variants.

4
Suggestions / Re: Please add high-tech freighters and tankers
« on: October 31, 2019, 09:19:45 AM »
Not a fan of player having Remanant ships.
Those are super-advanced designs with powerful AI's. The player being able to control them makes the player a super-genius that knows more about technolgoy than all the scientists in the sector together.
The player already can assign alpha cores to control industries or entire planets. A droneship is, by comparison, a walk in the park, it's just that same core slapped into a spaceship that it can control. People in the core worlds don't do it, because, you know, it's grossly illegal under Domain law and the Hegemony and Luddic Church would immediately attack.

5
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
« on: October 13, 2019, 08:17:12 AM »
Is the 9th battle-group flourish not supposed to have the double shielding? Because it doesn't.
Updated the download with a fix.

Hi, great mod, keep going !
I have a little problem with the "Promise" mission : I can find the IA ship but I cannot find the Sierra core. I did find a research station but the Sierra core was not inside. I've been looking everywhere in the system but I cannot find anything... Is it a known problem?
Thank you!
You're looking for a glowing station that releases purple pings. It might be in the outer reaches of the system or somewhere else. Just tested to confirm that the core drop isn't bugged or something.

6
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
« on: October 12, 2019, 09:23:46 AM »
Got around to releasing 1.5.3h. Maintenance, no real content of any kind. If it's not obvious, this mod is pretty much in maintenance mode right now. Download in the main post as usual.

Changelog
Spoiler
Version 1.5.3h (Oct 12)
- Increased Flourish CR loss per deployment (same supply cost) (10% > 15%)
- Ninth Battlegroup are visible in the intel menu
- Reaver and Daemon are now properly affected by Converted Hangar OP cost increase (and similar effects)
- Alterations to Vanquish mount arcs/angles (especially medium mounts) to better encourage broadsiding
- Minor quest changes from Secrets of the Frontier ported (drops/dialogue)
[close]

7
Blog Posts / Re: Skills and Story Points
« on: September 05, 2019, 07:36:51 AM »
For the updates I've been around for the release of (since 0.8) the only real indications of update ETA will be Alex's tweets - there's usually a period of playtesting that goes on for a few months that gives a hint that it's getting somewhat close to completion, and if he says he's making release candidates then the update is often only a few days away. That's my experience, anyway. Right now I'm guessing the update is a fair ways to go.

8
If I remember correctly, even non-bomber fighters will return to a carrier to rearm if they're equipped with ammo-limited weapons.

9
I saw that there is a mission editor on the forums, does that not make it easy to add new quests?
The mission editor is for the missions you access via the main menu (the one-off battles). There was talk of a tool to help quest creation but as far as I'm aware nothing has been done on that, so everything is just made "by hand", so to speak.

I noticed the lack of missions in the mod section and thought that that might be something I could contribute, would you be up for a collaboration? I got the impression that you intend to add more than a few missions with this mod and I'd love to help with that.
I appreciate the sentiment but at the moment I'm not looking to collaborate on this mod except for small bits of code and for art.

10
There’s one unique building that you can construct on any colony established within the same system as... uh... a special kind of fiercely guarded derelict, let’s say. No attached quest, you just have to find it while exploring. That’s the only special building aside from the one you’ve found.

11
Pirates automatically and irreversibly learn blueprints you sell on the black market. In the future... don't unless you like a challenge.

12
https://fpdk.github.io/?s=0201102032405062708092x13001323334350607080x23031021334053x33031020334353

My usual build. Picks up what I think are essential leadership, technology and industry skills, plus the most important colony skills and a couple of player-ship buffs (I went with the relatively safe options of better shields, more shield damage, some faster movement and more accuracy/range, since I like piloting faster shielded ships and leaving the big armor tanks to my officers)

13
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
« on: August 14, 2019, 12:23:58 PM »
In this version, no, there isn't any benefit to refusing the ship. It's just there in case you don't want it for whatever reason (e.g you're playing a themed faction run)

14
Modding / Re: Capital Phase Ships
« on: August 13, 2019, 07:06:55 PM »
Asura isn't a phase ship anymore, and the Morpheus is more of a super-destroyer.

15
General Discussion / Re: Missions Proximity
« on: August 13, 2019, 04:38:05 PM »
Missions being on the rim encourages exploration. Most mission types are about equally viable and almost all scale with the player. A single Dram half-loaded with fuel will get you anywhere in the sector and back in the early game, and that's something you can obtain in less than sixty seconds of gameplay from the campaign's start.
Why are you being patronising and antagonistic in your replies, out of interest? It's a bit of a turn off to a new player to be faced with a community which is so elitist and unwelcome.
It's most likely your own incredibly patronizing behavior.
Quote
I think the concept you are looking for is memorising solutions to puzzles. Strategy games and puzzle games are different from one another.
Quote
Mission destination is reliant on RNG. If you've missed that, I doubt you play the game at all.
Especially from a new player who seems to refuse to pick up what the game puts down, these are pretty patronizing statements, enough to doubt that you're really willing to entertain a real discussion.

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