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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 - Stalkar

Pages: [1] 2
1
Mods / Re: [0.97a] Random Assortment of Things
« on: March 16, 2024, 06:34:47 PM »
Establishing a colony in the same planet you had a settlement seem to properly merge item storage but ship storage is overwitten by empty colony
realised that a bit too late


2
Mods / Re: [0.97a] Ashes of The Domain
« on: March 05, 2024, 08:09:24 AM »
Own website is good and all,but its a bit lacking as of now in comparison to original post
  • No clear FAQ on save game compatibility - last i remembered you needed VOK to be present at sector gen, while other two could be added later right now you need to [blip] around and find out if save explodes
  • Preview doesnt really do justice - VOK changes are substantantial and giving people a peek, like at tech tree with some thing blured would give a better idea,same goes to VOS
  • Could use some more "general" info with lists of mechanics - research and databanks,industry output/chains if synergies are still a thing,hypershunt rework, VOS events etc
Those being the main feedback for now

3
Stelnet minor (middle digit) updates are generally not-save compatible. You need to uninstall Stelnet from the save (downgrade to 3.0.0, change value in stelnet.json to true, load the game, save the game - it will show a message it's gone) before you can upgrade to next version.
Tried doing that before updating,with no luck so far
set "uninstallMod": true->load the save->save right away - crashes during saving
Spoiler
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.econ.Market.getIndustryIncome(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.getNetIncome(Unknown Source)
   at exerelin.utilities.NexUtilsMarket.getIncomeNetPresentValue(NexUtilsMarket.java:115)
   at exerelin.campaign.intel.missions.ConquestMissionIntel.calculateReward(ConquestMissionIntel.java:150)
   at exerelin.campaign.intel.missions.ConquestMissionIntel.addBulletPoints(ConquestMissionIntel.java:289)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.addBulletPoints(BaseIntelPlugin.java:211)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.createIntelInfo(BaseIntelPlugin.java:225)
   at com.fs.starfarer.campaign.comms.v2.super.recreate(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.super.<init>(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.int(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.o?0000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.setSize(Unknown Source)
   at com.fs.starfarer.campaign.comms.return.return.null(Unknown Source)
   at com.fs.starfarer.campaign.comms.return.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.setSize(Unknown Source)
   at com.fs.starfarer.ui.thissuper.setSize(Unknown Source)
   at com.fs.starfarer.ui.newui.L$7.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.L.setCurrentTab(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.showCoreUITab(Unknown Source)
   at stelnet.util.Configurator.resetIntelUi(Configurator.java:125)
   at stelnet.util.Configurator.deactivate(Configurator.java:44)
   at stelnet.StelnetMod.beforeGameSave(StelnetMod.java:26)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.cmdSaveCopy(Unknown Source)
   at com.fs.starfarer.campaign.save.A.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.L.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
[close]
crash does not happen without setting it to true
missed something/mod conflict/bug?

4
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
« on: September 23, 2022, 02:28:47 PM »
Few things to note after update (0.72g1b)
Spoiler
Novaeria -
if you use makeshift shield gen on modules they lose any sort of hit detection or collision
engine module has a bunch of ? ? ? ? in "auroran melody modification",still no idea of its purpose as it doesnt seem like hullmods work on main ship and it only has 6 small slots
ship itself still has weirdly high turn rate,not sure if its intended or not as other 2 capitals are much less agile
shield is completely broken (it doesnt work)

Cherry -
2 PD decorative guns in front can be taken off,they are in small synergy slots
could use makeshift shield gen on modules,not sure if intended or not
2 topmost small balistic slots on core module are slightly out of texture and are not visible on the ship

you can bug-talk to queen if you interract with her and just switch a little

cant seem to figure out alternative way to progress with UAF outside of commision
files mention "you need to be commissioned or allied" but doesnt seem like NEX alliance works,i also was told that 51+ rep on nia should unlock that option but doesnt work either even with max rep,having any clarification on this would help

if/when i find something else,will add it in here
[close]
a random crash when went to bar on one of the core planets
Spoiler
1909295 [Thread-3] INFO  sound.public  - Cleaning up music with id [Starsea.ogg]
1909296 [Thread-3] INFO  sound.public  - Cleaning up music with id [Unknown.ogg]
1909310 [Thread-7] INFO  sound.public  - Cleaning up music with id [uaf_final_friendly_market_loop1.ogg]
1909749 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [uaf_final_friendly_market_loop1.ogg]
1909751 [Thread-9] INFO  sound.OooO  - Playing music with id [uaf_final_friendly_market_loop1.ogg]
1910736 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

5
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« on: June 06, 2022, 12:02:15 PM »
Good visuals,good concept needs some fixes and balancing
Spoiler

Percellyra -  AI doesnt use its active ability at all,seems to be regardless of missile CD
also you need to heavily macro it because it tends to brawl instead of acting as a artillery ship

Zepporia/Neuxoria - it often acts as battleship instead of BC

Nova - there are few issues:

there is a built in hullmod in engines that just has a bunch of ? ? ? ? ?

its rotation speed might be too fast for its size

if you equip it with bombers it performs pretty good

if you equip it with NOT bombers,it breaks pretty much,modules do not use recall,core takes a while to regroup wings

for modules in general having the ability to focus single ship with every single module is something that should be done,for both nova and solv,in case of nova i outfit it with mostly cruise missiles,having half of them target absolutely whatever doesnt do much

wonky collision box,assigning ships to escort it makes them stay far away from it,like its collision is 2-3 times larger ,it often leads to ships being stuck and acting like they are nearly crashing in to

Solv - same issue with modules

missile modules(second row from front) have different size classification(i belive one is cruiser and one is a destroyer),resulting different hullmods cost and flux caps

both third gun modules from front for whatever reason dont use large gun slot closer to middle,like at all,no idea if that was something related to specific gun in a specific slot

same thing with wonky collision box,fighters often wait quite far in front of the ship or far in front to the left

cherry - you can take decorative guns off and when you strip it they get renewed but those you stripped stay in the inventory
[close]

6
Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: January 08, 2022, 01:13:31 PM »
first things first,thanks for reviving this
Played around quite a bit with a faction,not as much as i wanned due to natural restriction on having to be close to indep's or nex free port,but what can i say....i generally liked it
Spoiler
the drone restriction on carriers made sense,despite how limiting it is basically forcing you to use either [REDACTED] fighters (mods,that expand that help quite a bit) or fighters from here

leoberger (phase BC) felt very weird and i coudlnt get used to piloting it,maybe its just me and phase ships not getting along

i cant spell the name for the life of me capital carrier (7-slot one) felt really good,specially when you realise you can outfit it with 8 medium missles and 2 large missle slots(dont remember if it had smaller SRM or LRM mounts),its insanely good as LRM support for saturation tactic,active system on the other hand is barely used by AI unless ally ship is actually near death,plus it was often hanging around quite far,i think it should use it when ally ship is near overloading or getting some hits rather then being at deaths-door,as that is a loss of resources by that point (and if you use starship legends its also losing points for that mod)

retreiver is a neat design,doesnt really work with capital fleets in late game but still good until you get there,but repair drones felt too weak honestly,at least from my tests they barely did anithing,maybe i was doing smth wrong on that one but from combat tests and tests with me damaging friendly freighter in simulation barely had any result,they look neat doe thats sure

unless i am mistaken with the other ship but pretty sure dobermann model and design was changed a bit

and something of the biggest disappoinment for me was the wurgandal,from a looks of it and from active system it felt like its supposed to be front-load capital ship ("maw",4 frontal large mounts 4 mediums and a bunch of small on "claws" felt like they all were all facing forward)
but when i got to hand it around it turned out to be a very weird broadsider carrier from how weapons are angled,which absolutely 180*ed me from it
also seems like you have absolutely no control over the fighters,they will fly off and commit death as soon as modules lock to something,aint as bad as you practically are locked to using drones,so no crew loss,but that is still firepower lost if you have interceptors or anything other then a bomber
i hope that having a core-controlled module commands chain will be something that becomes a standart later on for all mods or default modular ships
maybe i was doing something wrong but for some reason despite me usually liking modular ships and specially liking HT this didnt work out at all

basically all it comes down to that you will use only 3 large mounds and 3 medium mounts per side,nothing else,small weaponry is all gonna be PD,which is less weaponry then most of other default or modded capitals in the game can offer which forces you to mostly rely on fighters and staying away,and that is for a price of 100 dp+higher maint cost of 300 p/m doesnt seem like its worth it at all
well....at least it looks cool AF thats for sure

This is a full fledged faction and doesn't need any real work as the roster of ships is extensive, high quality and the balance is great so I don't anticipate any substantive, functional changes
but considering this was said, highly doubt wurgandal would get any meaningful changes to weaponry as it would mean heavy structural edits,so i guess that is a dead ship for me

liked the idea of newfoundland but not that hard of a trader to make use of it so didnt bother with it

berdnard is a must have for me now,+2 speed saves my ass from hostiles(mainly remnants or unwanted pathers) when i run BIG SLOW ships which i do quite often(practically dreadnoight or capital fleet) and the fuel capacity is usually enough for long travel,didnt feel the need to get more then one as its already enough fuel to get around the galaxy unless you run like 30 ships that drink fuel like water

doog is like a smaller version of killer queen?(doom)definetely feels like it,good god mines(from built-in weapons on front) are no friendly fire on them at least for the doog itself
[close]
unfortunately havent fought against them for much to say how do they work as enemies on pirate edition
everything else was nothing of note to go for against or for,at least for now,maybe will add something later if you actually care

7
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: January 08, 2022, 11:23:46 AM »
Just popping up to say that idea of pirates actually demanding something from you rather then permanently trying to kill you is something i wanned for long,new ships are interesting,specifically SC as HT alternative to pirates,havent piloted them for much but definetely fought against them many many times
is that intended that SC like nearly permanently rally around your system hyperspace with one fleet when hostile?seeing those with 2-3 S-mods on all hulls is scary at times,specially considering they appear to be TT at first and have quite heavy fleets

will probably edit this when i get to ride those myself,specifically looking at palace,succubus and the wagon
some insight on how to get palace and wagon would be appreciated as i havent seen it outside of this page and files

finally rolled through some of the VS bounties and fought palace.....buuut it doesnt seem like repairing it was possible,so i suppose its still intended to not be piloted by player? i will go check out prism free port once in a while just in case buuut have my doubts now

8
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« on: January 07, 2022, 03:31:25 PM »
Wanned to confirm a thing in a advance since i am either too blind to find it in the topic or it wasnt asked yet, EVC hazard
Spoiler
[close]
caused by this faction cannot be cured by any means?or there are plans for that later?

9
You probably had enough feedback over the past 2 years but will still leave out what i have played around
Structures you can build
Spoiler
Variable A/M:
Spoiler
Neat idea of having actual items from your colonies rather then just cash plus if you are me who slapped something like marines VPC and just forgot about its existance,by the time you come back you could realise you have a force to conquer the galacy no,for real,by the time i came back and remembered about it i had like 50k marines in stock,if you place several of these you could make it less of a pain for yourself to get the goods if you need them
apart from that i have some concerns on how profitable some of them are in comparison to demand->output with or without including the items but that i will leave for later
Main issue with it is that you need to place the VPCs that are not producing the commodity that you already produce,bcs it doesnt add up,but its more of a planet building thing which is up to player to solve
[close]
Commodify Forge:
Spoiler
i only consider it as a way to get rid of unwanted VPCs if you explore a lot,it seems like it prints as much commodity as 2x of production from VM which doesnt sound like worth it to me in long-term
[close]
also on the whole note of VPC,if i understand how things work correctly it might be needed to give them their own rolling dice rather then replace the specials,as it blows the pool quite a bit

M/I relays:
Spoiler
Interesting idea,if you only want to have one HC in the system and boost other colonies without AI getting empowered from other mods
Doesnt work if your me,since i usually find only one system and turtle it to hell and back with military bases or HCs on every planet no,i am not joking,if you seen several 750 DP fleets invading you you know that one HC+few relays is not gonna be enough

On the other hand having "relay hypertransmitter" thing boost it and act as a domain-era comm relay for the whole system is nice,does get inflated with TASC, but works
[close]
Centralization Bureau
Spoiler
THIS THING ROCKS,no srsly,if you find a proper planet that can fully self-sustain itself on base-line like for mining->refinery->HI/OW chain and have a system with other minable planets or just a cluster of systems its gonna do a lot
also helps with too insane cost on hypershunts and other item
There are two problems:
Spoiler
Firstly,i can see why there is a one per system limit,but i think you can abuse it still if you get lucky and find few logistics cores (now i am sure you deff can get more then 1) and place them in other systems close to each other (will test that later)
I would wanna say that it should scale up somehow(like based on planets in the system giving +1 per 5 planets or add +1 to the limit if a core is installed) or limit the strategy above in a way,but i am honestly not sure which is gonna be better for balance and or fun
and
I DONT THINK ITS SUPPOSED TO WORK THIS WAY


Basically it takes a few things that are industries and have a consumption,boosting it up,but not boosting the effect of the said thing,like not boosting the fleet size despite ramping up the consumption to skies
Plus this also can very much cause issues if your planet baseline is not able to sustain its own production chain so i think it shouldnt boost anything up to the point if it not being able to recieve import
[close]
[close]
Senate
Spoiler
I was mostly interested in two edits:GR to boost insanely slow grows past size 7 (i play it with cap of 9,dont judge me) but i couldnt find it
and II which is interesting if you use terraforming to minimise hazards,but only worth it on already grown planets
everything else didnt strike me
[close]
Restoration docks
Spoiler
If you like exploring and restore rare ships from vanilla or mods often(like XIV ships, radiants or just battle trophies) its gonna be worth the upkeep on it
otherwise its only worth it to restore custom production ships if you have not maxed the stability/not going for quality of ships doctrone
but again,i felt like it was worth it
[close]
Privateer Base
Spoiler
Interesting premise but i dont see how this is gonna be used without having higher colony size
basically you need this+HC and your size 6 planet is already full on industry slots and need sustain from outside to start it up (unless it takes fleet size from the entire system rather then just this planet and i am a dumbass,i havent played around with it much due to industry cost)


on the other hand if you have higher cap,like 8 (which makes 4 industries instead of 3 + hypershunt thing), you can fit at least one or two more industries to cover it

Since your storage is probably a massive dumpster filled with stuff you "might need in the future", finding what they brought back could be hard. Consider cleaning your house.
The fact that ^ being very true hurts me as a hoarder

[close]
Academy
Spoiler
Must have,but one per system,literally it
If you play with nex to have admin cap scaling this thing can help you raise bad admins in to good,i did have some funny moments with admins having 50k upkeep cost instead of 10k for the same two skills but its probably BC thing rather then this mod
but kinda makes me sad over recent vanilla nerf of player as admin since we have only one skill now
[close]
Requisitions Center
Spoiler
Useful thing if you'r lazy like me to visit other system to get the goods
It loses its point when you get the blueprints tho
[close]
Engineering hub
Spoiler
Mixed bag,it seems like you need 3 capital ships to get the blueprint and in most cases you will need more ships to feed this thing then you will build for youself
only useful if you want mass produce a ship for some reason or very stubborn on adding it to your patrols
also gets inflated by pure luck of getting the BP itself
[close]
Courier port
Spoiler
poor thing.....
i can see why and what was the reasoning behind this,but i dont think its required to have another layer of micro management,which is why i d rather not think about it and act like industries were supposed to put your stuff at gathering point by default,thanksfuly config allows it
seeing how often it is mentioned in the config i dont think i am the only one who thinks this way
[close]
Word symbols
Spoiler
Neat idea but honestly i'd rather it gave growth boost to not just one planet instead of story point for its cost and upkeep(with diminishing returns)
I hope this specific thing grows later in to something even more interesting if you have the plans for it
[close]
[close]
Stuff out there in the wilds of space
Spoiler
Ruined Infrastructure
Spoiler
Usually doesnt align with what i do and most of the times i will just scrap it
Unless i am missing out on something ofc,what i got from those was nothing much most of the time that at one point just took the slot and had to be removed
[close]
Derelict Industries
Spoiler
I have found one.... will not go much about it as it seems like you keep it under as a heavy spoiler thing beating everyone with a mop
Mainly its just that with vanilla you are heavily limited on just ~5 planets so "catching them all" is not possible unless you use Nex AND change the scaling of admin cap to easier one or use alpha cores..... big no for me on this one
I am pretty sure this is something that was intended to be seen through multiple different runs and to get them all in one stars have to align
will need to play around it to form a proper opinion
[close]
"Other"
Spoiler

as i have said after VA/VM section the VPC have a tendency to fill up specials pool along with a.....few "other" items,if you use mods like DIY your fked on finding what you might want with that huge of a specials pool
unless ofc you do "siren song" runs,which makes that easier but i doubt anyone other then me does them
[close]
[close]

10
Mods / Re: [0.95a-RC12] Missing ships mod
« on: December 31, 2021, 01:54:05 PM »
Interesting premise,balance is absolutely borked for bigger ships,mainly the fact that they are one ship making them annoying to play against,like chewing through 180k HP on the ragna,they are simply too big to be as a one-piece-ship and need to be split in modules

11
Spoiler
Is there an exact doc of sorts on how player faction works?apart from this
Spoiler
Quick help
Alliances link
Mining link
Faction config files link
[close]
i wanned to get a bit deeper in diplomacy and colonies rather then go the usuall "shoot everything for the sake of it" kind of play
Mainly i look at things like "how admin cap scales" and "what is the soft cap" (aka player not being able to reach next "milestone" on unlocking next admin due to basic colony size limitation not allowing to grow to make that value) "how to do X with your own faction and what are the limits" and so on
[close]
Sadly, there isn't a general manual for most things :(
(I'd like the game to have a customizable codex eventually, but at some point I ought to write an FAQ online at least)

At least I can tell you that the admin cap bonuses are +1 at each of the following total market sizes (e.g. two size 5 colonies count as 10):
10, 25, 50, 80, 120, 200, 300 (can be modified in settings.json)
Autonomous colonies, and commissioning faction colonies governed by the player, also count towards the amount.
I assume its intended to give them autonomy OR play it with mods(like maxsize 8?past that i dont think its reasonable) or use ai cores but aint a fan of that
i am pretty sure that about [50] is the soft cap then if you have vanilla max cap of 6 and [80] with a cap of 8
will probably have get to know what that autonomy gonna do or mess around and change it in config,the idea is something like
Spoiler
floor((personal cap+admin cap-x)*max colony size*0.9),making it so you should get +x free admins as long as majority of your colonies stay near-maxed and x+1 if all of them are maxed(ES2-inspired mechanic,in there you could add +1 admin cap as a lategame structure on colony as long as it was level 4(max) allowing you to scale as long as you develop what you have)
not sure if that sounds broken or even doable to change in settings and if its out of scope to suggest for you as a author,but that is something i will do for myself probably
[close]
and another little question,raid as a another mission type for fleet request?or scrapped idea
Thanks for the info anyways

12
Is there an exact doc of sorts on how player faction works?apart from this
Spoiler
Quick help
Alliances link
Mining link
Faction config files link
[close]
i wanned to get a bit deeper in diplomacy and colonies rather then go the usuall "shoot everything for the sake of it" kind of play
Mainly i look at things like "how admin cap scales" and "what is the soft cap" (aka player not being able to reach next "milestone" on unlocking next admin due to basic colony size limitation not allowing to grow to make that value) "how to do X with your own faction and what are the limits" and so on

13
Spoiler
The problem you will run in to with modded factions (if you actually manage to run them,as i remember long time ago i planned on trying this out but half of my mod list was inactive so i ceased the idea) is them being usually? undergunned and have fighter size+balance? issues? but come out on the ~same "dps/DP/OP" or any other comparison or theres more hard changes to vanilla systems,like flux value difference,supply/fuel consumption or general commodities,prices and in that way

Its hard to tell how massive on scale are the changes from base game(which i am not blaming for) to try and find middle ground between running this as "intended experience" and "adding some 'flavor'" without breaking it completely
and yes i intentially ignore possible technical issues like insane RAM usage combined or just outright crashes,currently i am trying to figure out the theoretical part of what i can do
[close]
Spoiler
Hmm. On the one hand this is sort of subjective considering its hard to narrow down things like "flavor" and such, but I'll do my best to give the full picture of what the mod does so you can make your own determination:

The mod changes many aspects of both the campaign and combat. For one, blueprints are generally rarer and a lot of ships are gated behind military markets. As far as logistics, supplies per month is a LOT lower to allow for ease of exploration in systems, and fuel consumption is lower iirc at the capital level compared to vanilla and higher or the same at the frigate level? Either way, it will feel like a different balance of logistics compared to faction mods. Their ships will not be balanced against the same logistics or combat balance just in general.

Besides relying upon more weapon mounts as well as a separate distribution of mount sizes per hullsize, warships also have the ability to carry fighter wings albeit with a completely different way of balancing carriers vs warships (carriers have cheaper weapons but more expensive wings and warships have cheaper interceptors and fighters but lower replacement rate). So having access to vanilla or faction mod wings will allow those ships to have potentially more firepower than vanilla or mod faction ships would generally have access to. DP is also much different compared to vanilla balance. Capital ships in particular are much less costly to deploy.

Flux and armor values are adjusted to make ships tougher, and venting is more dangerous. Speed is a bit different as well.

Ok, so details aside, what I've heard is that generally the mod's ships are OP compared to vanilla stuff - which is generally the baseline balance for any faction mods.

Pretty much all of the combat aspects of vanilla is changed or rebalanced to some degree *except* for the basic premise of flux sharing the dual role of powering shields and acting as weapon "fuel". In this case, however, many weapons are balanced around no flux cost. Like vanilla, its all designed to work in combination to make combat fun and balanced while hitting the goals of the mod - which is summarized a bit above but doesn't include everything because that would take too long to really dive into.
[close]

Aaand all of that said, I've also had reports of lots of people using faction mods and having very enjoyable experiences.

I hope this helps a bit.

that very much gives the vague picture of what i will have to deal with
Spoiler
Ok, so details aside, what I've heard is that generally the mod's ships are OP compared to vanilla stuff - which is generally the baseline balance for any faction mods.
[close]
i  assumed that the changes are making the vague "power number" of ships go up rather then specifically balancing around cos and pros,but if that is not too high, like it sounds, then it should be fine and everything else should not fall behind at least much
i will still might have to do some adjustments on the fly since (like reducing the cost of maints to AO level if its harder to get them,or use CC cheating wizardry) i run like ~half of the factions mods from [index] page so that could be the bane of me
and as much as it pains me i will also probably will have to start over rather then use save-splicing like prior to it

14
Probably a question that has been asked,aswered/ignored a lot,but bear with me
as far as i can grasp from those lines
Spoiler
> Fighters are smaller, faster, more numerous, and can deal extra damage to ships' weapons and engines
> Smaller weapons, more weapons per ship- designed to mimic a cinematic combat experience inspired from multiple movies and games
> *Compatibility details for adding additional mods: Faction mods are technically compatible and won't crash in the majority of cases, however........
+ list of mods that *SHOULDNT* break balance
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The problem you will run in to with modded factions (if you actually manage to run them,as i remember long time ago i planned on trying this out but half of my mod list was inactive so i ceased the idea) is them being usually? undergunned and have fighter size+balance? issues? but come out on the ~same "dps/DP/OP" or any other comparison or theres more hard changes to vanilla systems,like flux value difference,supply/fuel consumption or general commodities,prices and in that way

Its hard to tell how massive on scale are the changes from base game(which i am not blaming for) to try and find middle ground between running this as "intended experience" and "adding some 'flavor'" without breaking it completely
and yes i intentially ignore possible technical issues like insane RAM usage combined or just outright crashes,currently i am trying to figure out the theoretical part of what i can do

15
Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: December 26, 2021, 07:51:16 AM »
Honeslty the look of ships already gets me sold on trying this one out
quite sad that we have this situation
Spoiler
Oh hey guys, sorry for not updating the mod, still busy and burned out.

I am totally fine with anyone else taking over the mod, If I ever return to Starsector modding it would probably be on a completely new faction mod anyways.

Oh btw the discord version had more content and the latest balances, it was incomplete so I didn't release here. but seems like it was stable, I recommend picking up and taking over from that version.
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maybe someday

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