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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - MajorTheRed

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Mods / Re: [0.9.1a] Stop Gap Measure - Ships for Vanilla
« on: July 04, 2020, 09:18:14 AM »
Can Triumph be changed to "combat" role? Now if you click him attack - he just send fighters. Dunno about how it work, but i wish what he work like most warships with few bays. Most of times he stay behind, use rockets and fighters (with agressive officer and vs inferior ships), like most carriers do, while all his guns stay silent (i even try to install 1200+ range guns from different mods on him).

Noted, thanks for noticing it.

Also, i wish ground support upgrade can scale with ship size. Right now if feel useless on bigger ships =\

I guess you're talking about the Charon? Yeah I'm disappointed too, Ground support effect is the same than for a cruiser... I plan to recycle the ship into something else

Suggestions / Re: A kinetic torpedo?
« on: July 03, 2020, 08:46:17 AM »
Mostly agreeing with DatonKallendor, it's hard to make balanced and interesting missiles because of their niche role and limitations

I made a similar test with an AoE kinetic energy large mount. I found it hard to balance: to be interesting against a cruiser or capital ship, you need a large amount of damage per shot. But if you add an AoE (since its a torpedo) it become an insane anti-fighter weapon. Even if the damage type is kinetic, it's compltely wreck armor and hull of fighter. But if I remember correctly, torpedoes can be set to make no damage to fighters.

Another missile type created was a low-budget kinetic salvo launcher. Four missiles, low damage, high speed, poor tracking so you have to face the enemy ship with it. It actually work nicely and is quite efficient against destroyer and to an extent against frigate.

Suggestions / Re: Logistical ship revamp
« on: May 19, 2020, 02:10:09 PM »
It would first require adding more ships.
Sorry I forgot to mention this but this is exactly what I want.
My personal vanilla mod (I should take time to put it in my banner): Stop Gap Measure . It was one of the complain that some ships were useless, but that's exactly what I wanted. The two freighters provide mostly more storage than a Cerberus or Hound for example, but are as combat-worthy than a dram. I do have a plan of adding some kind of cruiser-sized high-tech gas-harvester/tanker

Suggestions / Re: Logistical ship revamp
« on: May 18, 2020, 10:54:54 AM »
The logistic ships space has room for more gimmicks, as right now there is a pretty clear progression from the cheapest combat freighters in early game, to Colossus spam in the middle game, to Colossus spam forever because all the Atlases in the sector got converted by pirates. But I don't understand this constant need to divide ships up along high/mid/low tech lines. Ships are already aethetically different, and different in terms of crew, fuel, speed, armor, and shields along tech lines. We don't need to introduce more differences. There can be some variety in each tech level.

I took this approach by adding a few true civilian logistical ships (frigate-sized so far). They have no real game-purpose but just give a boost for the immersion in the setting. I remember seeing somewhere that there is place for a cruiser-sized tanker. The hard part is to make a new ship "interesting" lore-wise but also game-wise. But I definitly agree that there is place for variety

Mods / Re: [0.9.1a] Stop Gap Measure - Ships for Vanilla
« on: March 09, 2020, 07:55:04 AM »
Question when i have looked the "Already used names", not issue when you use name from a 0.8 mod, i think, but you use already name about 2 from Knight Templar (ok, 0.8, but certainly will be updated someday and from DR) and you use Minos from Shadowyard. Maybe you have forget to update the name of them on the google spreadsheets? x)

Well, it's someone else who updated the google spreadsheets  :-[ I never did it (and my thanks to him, by the way!). But yeah, next time Alex put a new release and I dive again in Starsector, name conflicts are on the top of the to-do list for the next SGM update.

Oh, and maybe for the record, I never really felt that people where using SGM, never got so much feed back in the beginning. So I never had the impression other players had problems with name conflicts since I was wondering at that time if any player was really using SGM (yeah it may sound silly).

Modding / Re: [0.9.1a] Captain Trek's Guide to the Modiverse
« on: January 29, 2020, 07:48:48 AM »
EDIT: I had it suggested to me that Stop Gap might be responsible for messing up ship spawns, but I tried it again without it and the exact same thing happened - no Cathedrals unless Luddhancement was also active.

Do you have any detail about how my mod could mess with the spawn? I definitively don't want that to happen and need to fix it if I did something wrong

By the way, thanks for doing this post, there is so many mod that newcomers can struggle to choose which mods will suit their tastes!
I'm glad about your review of SGM, things you liked were part of the common design, and the weakness are helpfull to know! (definitely need to do something abouth the Zenith :S).

Mods / Re: [0.9.1a] Stop Gap Measure - Ships for Vanilla
« on: January 23, 2020, 05:25:20 AM »
My apologies Major, I didn't mean to offend. Regardless, whether a mod is outdated or not, it's good practise to leave the name to that mod as authors do come back to things. Knights Templar we know is not discontinued, it'll be back in time. And I still have the name Triumph from The Silent Armada set aside for its potential revitalizing.

OK, thanks for this precisions, I will made the adjustements :)

Hey I just wanted to confirm,the Copernic (A) Doesn't have the survey and solar shielding hullmods, is that intended?

Yes it's intended, it's more a second-line destroyer since it got a few more OP to spend on weapons and flux. Maybe I can add a sentence to precise this in its description.

Mods / Re: [0.9.1a] Stop Gap Measure - Ships for Vanilla
« on: January 17, 2020, 10:03:55 PM »
That's a bit unfair  :-[, since most duplicated names seems to be related to later mods ( Vayra split mods) or out-of-date ones (Knights Templar). But I may be mistaken. Bye the way I don't know who took the effort of putting SGM names in the common file, but a big thank you to him. The Zenith is clearly a miss from my part, I was indeed told about it but then this problem got buried under other stuff.... For the others, since I'm only playing a few mods I'm only paying attention to those ones (which doesn't include Ship and Weapons Pack). I will put them on my update list but to be fair I will wait for the next update to work on the mod.

Many thanks mora for the typos, I will include them

Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: December 27, 2019, 09:28:20 AM »

Merry Christmas every one!

This is a new version for Stop Gap Measure.
Mostly cleaning-up stuff and preparing for new content to come. Here is the main interests:
-Compatible with Version checker
-1 New weapons (Swarm medium mount)
-3 New ships (dropship, midline destroyer, salvage corvette)
-Luddic Church starting option a bit more relevant (still need a bit of work but at least it playable)

Charon Dropship

This one is a bit of a flat, has the Ground Support Package is not really interesting on capital ships, but it will be used for something else later


Absolutely nothing to do with the fact I love the Venture...

Minor things for mod users:
-Background images for Bythinia and abandoned platform in Utic (is part of a plan to practice speedpainting)
-Remove cluster launcher
-Tweak a few details about the Zenith, Era, Contemptor and Matsar based on feedback from players

So, nothing really big for the players, but some of them were really important for me (and painfull to create in a way), i.e. the backgrounds and the Luddic start option

Thanks a lot, everything is working fine now!
Have a merry Christmas!

I want to insert two new illustrations (for planet and station interaction) so I created the illustration folder in graphics, added the .jpeg, and added the following kid of line in the .java file of the system:
         NoraStation1.setInteractionImage("illustrations", "filgap_nora");
but I got the following error:

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Texture [filgap_bythinia] from category [illustrations] not found

Note sure what to do... I never had a similar problem with other icons or graphics. Do I need to give a full path in the java file?

Thank you for your help! And for the previous ones, and the previous ones...

Mods / Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
« on: December 20, 2019, 12:54:18 PM »

Last time I dropped comments about your mod(s) was before you split Kadur Remnant in 3. So I figured that it would be great to update my review.
Honestly, this is a blast. This is as close as you can get from a Nexelerin game but still keeping the Vanilla setting. I love it. The colonization expeditions, the revenge fleet, the bounties. As last time, I tried to play pirates, one of my best runs, really more funnier than standard play.
I would just give a few minor comments:
-The pirate beginning is a little bit too easy. The fleet is quite strong, and the reputation is too high. Maybe it's because I've been playing the game for years. A few D-mods, or lesser ships could increase a little bit the difficulty. Or I should try the USSR faction
-For now, the Starhawk raids are too powerfull in comparison the Hegemony fleets. I understand this is mostly vanilla-related as core-factions are unable to muster stong defence fleets.

Execpt from this too minor point, I love this mod. This is really a must-have mod in my case.

Thank you!

Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: December 16, 2019, 05:49:05 PM »
does the matsar system do energy damage or something on accident? it says fragmentation but the ammount of flux that spikes on enemy shields when hitting them with it is ABSURD for fragmentation damage. it should only be 1.5K flux, since its 6 K damage per salvo multiplied by 25% cause its frag vs shield, but i fire 3 matsars and the enemy has completely overloaded, even with 22K flux capacity and 1.0 flux per damage shield modifier, when 3 matsars hit their mark its at like 80% flux capacity. idk if somethings wrong with how the damage is being calculated, but i think its worth checking out.

My bad, I completely forgot to anser you... Okay, so the main head is giving fragmentation damage, before it splits. However, the main damage (energy) is dealt by the 6 warheads, but since warheads have their stats listed in another file than the main missile, only the later has its damage type listed. Following some other comments, I changed the way the Large mount reload: 8 missiles in stock, larger cooldown, infinite payload but long to reload new ammo.

When is the mod going to get version checker support?

Next version, which hopefully I will release before New Year...

Blog Posts / Re: Raiding for Fun and Profit
« on: November 27, 2019, 06:08:08 PM »
Always great to see blog post showing what's inside the head of the dev! Thanks for taking time to share!

Game-wise, what do you call early-game? Let's say you raid for that blueprint or this nanoforge, what are you going to do with it without colony? By the time I get a colony in the current version (which is kinda the middle-game), I've already make many salvage runs, get a bunch of blueprint and no longer need to make small-scale raid. Do you have in mind to develop other ways to play than colony-oriented?

Another point, for the moment, most of commodities (organics, ore, food, base metal) are worth less the fuel needed to go to right place to sell them. Do you plan to make commodities more "interesting" to salvage/raid in the future?

A really dumb question, especially since I've been modding for a moment now...

In hull.csv, what is the "8/6/5/4%" column for?

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