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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 - Drokkath

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1
Modding / Re: [0.9.1a] Relaxed Logistics.
« on: September 06, 2019, 07:08:08 PM »
You can do that with a simple setting.ini edit. Look for:

"maxLogisticsHullmods":2

Then change the number to whatever you want.

Ohh, thank you! Finally I can have fun testing ships I find again and be comfortable with default ships in my fleet.

2
Modding / Re: [0.9.1a] Relaxed Logistics.
« on: August 29, 2019, 08:20:53 PM »
I'd be more interested in a mod that increases the logistical hull mod limit of 2 to something to my liking, like 8+. I hate that limit of 2 and it kinda killed my drive to play this game.
I love having almost all of the hullmods installed on my ships since I first played the game years back, 0.9 ruined the fun for me with that fetid limitation and prompted me to rely even more on my own heavily modified/customized standalone ships which have more than 2 dock/logistic hullmods perma-installed/built-in.

I don't play games to feel limited, I play games to feel unlimited. Hence why I love cheating.

3
Heh, that's awesome indeed. Usually one had to have Nexerlin mod installed to a have a deeper sense of something close to a 4X game and even then you couldn't set up a colony or bombard a faction out of your game.
This is why I'm conflicted big time about playing the previous version as the new version of the game offers so much more core gameplay and other useful additions that I can't quite imagine playing without them anymore.

4
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 24, 2018, 06:59:11 AM »
I'm starting to warm up to this update now for sure because I finally got to bombard my first Luddic place out of starmaps and out of existence for good. You have no idea how great it felt as I've been wanting to do just that years ago to them now. Seeing one of their planets getting bombarded by my ship was pure bliss and satisfaction.

Thank you Alex and the rest of the dev team! And don't mind my initial thoughts here, I tend to be over cautious these days.

5
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 24, 2018, 03:13:41 AM »
Haven't played for a long while, nice to see a new update but I'm definitely not liking that 2 dock hullmod only limit, my polymath/jack-of-all-trades playstyle does not agree with it not one bit. Hopefully I can still brute force them onto my main superships like before but still it'll take a while for me to get up to speed with this game's modding again so I guess I'll stick to previous version for the time being and save my nerves for now.

Loadout Design seems like a good place to add the ability to equip more logistics hullmods (as Megas suggested before), though it's already a bit of an overloaded skill.

Oof! Ouch.. just looked at ship_design.skill (looked in ShipDesign.java too) and I'm not seeing an obvious way to increase the limit. I'm no coder, I can only copy and paste and more-or-less understand existing/done stuff but not make up new stuff from scratch. Adding those dock hullmods as built-in stuff on my custom ships is easier for me so I'll go with that instead as a start.

Agh, looks like weapons and ships have more tags too so porting my ship or two over is also easier said than done now. Bleh, onto to my plan C or D then; Making a new supership out of one of the REDACTEDs and call it even.

Alrighty, another edit and some lite modding later and I gotta say it ain't that bad because the new REDACTED capital ship is an awesome tool of destruction, especially the converted playable version of it I just made. Time to go full Dalek and exterminate with it. 8)

6
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 23, 2018, 11:38:57 PM »
Haven't played for a long while, nice to see a new update but I'm definitely not liking that 2 dock hullmod only limit, my polymath/jack-of-all-trades playstyle does not agree with it not one bit. Hopefully I can still brute force them onto my main superships like before but still it'll take a while for me to get up to speed with this game's modding again so I guess I'll stick to previous version for the time being and save my nerves for now.

7
Woah, that's an awesome looking new high-tech ship. It looks like something I can definitely put to use thanks to its design. Just started a new game a few hours ago after a long hiatus from the game.

EDIT:
Nice! Outlander surprised me about its usefulness. The assault variant sure builds up flux fast (depending on the use) due to all the firepower it has but I can't help but love the fact that when it hits something, it hits hard. Have flown ships similar to that effect so it's not as hard for me to use such ships as it once did.

8
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: June 01, 2018, 02:10:04 PM »
Spoiler



[close]

The first thing that came to my mind when I saw those made me think of the ships from FTL. Yours have similar kind of asymmetric hull paint on them and strangely enough I like them, I don't usually like mullti-color ships but if it is done like it is done in FTL then I don't seem to mind it. I like the cruiser and the destroyer the most.

9
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.7.0
« on: April 24, 2018, 10:58:29 PM »
Personally I think I'm probably one of the few here that is on neutral grounds with that one so no hard feelings from me. Besides I find it harder to stay angry each passing year and something within me wants to enjoy SS with default and mod-default ships again (hence my decision to change avatar from a Gazer's face to a Gazer in a custom-fitted Tau Stealthsuit).

10
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.7.0
« on: April 24, 2018, 02:14:05 PM »
Ahh, so that's what. Thanks for the clarifications.

11
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.7.0
« on: April 24, 2018, 11:36:27 AM »
Download pulled for user-and-modder-unfriendly practices
What!?? Okay, I admit it; I'm confused. ???

Other than that I've been enjoying having this mod installed and enabled for a couple of months now.

12
Nice! That Sturmovik MkII (I'm not sure how my eyesight managed to miss this one weeks back) and Triton look quite interesting to me along with Wren (P), Gladiator, Gladiator-F and Katrina. The latter three I've been noticing more often due to their design.

One could scrap together a nice low-tech/mid-tech salvage/combat fleet with only this mod consisting of ships like Mirage, Taurus (D), Junker, Gladiator, Katrina, Vagrant, Sturmovik MkII, Mousetrap and Bull. The ships I just listed fit relatively well with each other looks-wise in a piratey scavenger clunker fleet as they share the same bulky rustic robust look and feel. Not sure how well would they actually work in the game as I haven't tried such a combination of ships yet. A couple of Mousetraps and a Bull or two ought to certainly give some considerably stronger edge in combat.

One of these days I gotta make my low-tech raider fleet idea finally a thing in SS, in fact I'm considering just that for my next playthrough.

13
-snip/read-

If I keep worrying about how people are playing the mod, if the mod is doing well in the tournament, among other things I have going. The mod simply stalls.

-snip/read-

I can relate as I too am a hermit in my own way thus being barely active on forums. Large sum of my own interests and passions require solace to think my thoughts in peace.

As for Metelson, I personally see them as a way more tech-savvy and organized version of various other scavenger/miner/engineer/independent-esque factions. Heck they even have their own unique faction-colored set of ships from fighters to capitals! I also like the default durability of their ships, easier to survive nastier shooting gallery when shields go down.

14
Suggestions / Re: Hyperspace Revised
« on: April 16, 2018, 05:43:33 PM »
Re: Food - why make it a second version of supplies?

It would make sense for the human crew to have that need but I have thought of it myself however too and the way it currently is in the game (the concept of supplies) I'm guessing the supplies contain food already but in a form of astronaut food in packages, which seems an ideal way to carry and preserve food for the crew even in SS. That makes the actual food item in the game more of a commodity for civilizations/stations/colonies/outposts in general for the masses.

Just my two cents.

15
Suggestions / Re: Hyperspace Revised
« on: April 16, 2018, 05:12:05 PM »
I think I'm probably the only one here who would love the idea to turn the phase teleporter up to an eleven and then twist the dial of it all around up to eleven again and then go through some unknown madness and appear instantly light years away in another location where the destination was artificially set from the ship initially without much use of hyperspace, if at all.

Any living human crew onboard would suffer severe blows to their mental health and sanity, basically Event Horizion in SS at the very worst. A long-range glorified phase teleporter with high chances of killing off most of one's crew unless the ship that has that device is automated/operated by an AI. Whole fleet would need to be automated to avoid crew loss on other ships in one's fleet. Robot/drone crew would come really useful to avoid that. In general I'd rather have robot/drone crew over human crew any day. Of course since the ship with that device could/would suffer some combat readiness along with hull and armor loss too since it can teleport from one star system into another and while teleporting it's gonna go through an unknown and uncharted hell of a place.

Then again I am aware that hyperspace is part of the game and I'd be missing out on blasting hostile fleets to smithereens in hyperspace. I went kinda insane long ago now, so some far-fetched craziness has become part of me along with eldritch inner workings of lovecraftian origins.

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