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Messages - 123nick

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1
we NEEEED a requisition center rework! of all the colony buildings in the mod, its probably the weakest- for a number of reasons!

1: even in vanilla alone (bar ind evo and its dependencies), which is an unrealistic scenario because theres not a soul who plays starsector with only ind evo, very high importance arms dealers are programmed to sell up to 1000 different types fighters, weapons, and ships. this means every single weapon, ship, and fighter for sale - these are commonly encountered, especially with the right contacts (but even without them you can find these guys via bar event aswell), and dont take up a colony slot, and can get you anything a requisition center can get you

2: if you add in what may be considered as "QOL mods" like stellar networks, with that mod you can check if any market anywhere is selling a weapon you want. this is also easier and less costly than devoting a colony building slot / initial build cost to a requisition center. even if you dont explicitly balance around other mods, the average starsector player who uses ind evo probably uses other mods aswell so its worth taking into account what options theyll have at their disposal

3: if you consider Nex, prism freeport also has a good chance of selling whatever a requisition would sell. and NOBOODY plays with ind evo but not nex.

ergo, i think that, contrary to the boasting and prideful loading tip proclaiming that "no structure is useless", the requisition center is USELESS!

but i wouldnt dare complain without offering a solution:

1: each faction has a unique set of weapons (or even weapon singular) that are ONLY sold at the requisition center. theres a handful of clear candidates in vanilla starsector even - req center with good syndrian diktat relations could sell the kinetic blaster and gigacannon, for example, and perhaps cooperative relations with tri tach could sell a tiny handful of omega weapons (this isnt too far fetched considering nexerelins remnant contact lets you get this weapons aswell and lorewise some descriptions mention tri tach testing them so theyd have them). other vanilla factions might need weapons made for em - however, once this trend is set i am CERTAIN modders would leap upon the bandwagon with GUSTO if it is configurable via config file which factions are tied to whiich weapons, and would make weapons (or perhaps other items - like BPs and special hullmods, or perhaps Immersive Skills -esque skill BPs) only attainable via the requisitions center.

this would ensure the requisitions center finally fills a proper, wholly unique niche

2: weapons sold by the requisiton center are unique in that they cost 1 OP less to mount or smth else that makes em stand out compared to their normally acquired version
this might be hard or impossible from a coding perspective cause how would you keep track of a stack of vulcan cannons that has generic 4 op vulcans and special req center 3 op vulcans? but if its achieved itd work out of the box for all weapons from all mods (bar any 0OP weapons) and wouldnt need any unique content added for it to be useful for each faction, vanilla or modded.

3: just make the req center sell up to 1000 weapons and fighters, like the arms dealer does, and at a much smaller rep threshold, such as 10 or maybe 5,  perhaps even 0, and without markup (or minor markup)
this still arguably doesnt make the req center do anything different than high end market / arms dealer /stel net browse does, but it just makes it the most convenient and efficient choice out of those options for attaining weapons and fighter LPCs- as it should since its a colony building! this is also probably the easiest solution IMHO - and also works out of the box with every mod faction.



2
Sorry if this question is already answered, but is this mod compatible with Immersive Skills? downloadable here: https://github.com/SirFuzzWuzz/Starsector_mods/raw/main/ImmersiveSkills.zip , it doesnt have a forum post but to summarize instead of getting skill points via leveling that you spend on unlocking skills you find skill blueprints via exploration that you can right click to learn and that gives you a skill. it also adds back a couple of older removed skills and some skills that arent usually attainable. i think some features would overwrite eachother or may cause a crash cause a lot of the same things are changed by both mods.

3
Mods / Re: [0.97a] The Knights of Ludd
« on: February 16, 2024, 08:01:11 PM »
are the knights of ludd the good guys or the bad guys????

4
Mods / Re: [0.97a] AdvancedGunneryControl 1.15.0 - Updated for 0.97a
« on: February 14, 2024, 08:44:56 AM »
Would it be possible to split off the AGC GUI code into its own library mod? So other mods could be dependent on it without being dependent on a mod that has its own gameplay functionality? Or could i have permission to include it (with credit) in a mod im helping develop?

5
Suggestions / Re: What should the Historian ramble about?
« on: August 03, 2023, 12:37:15 PM »
i think the historian should ramble on about the arbalest autocannon, the best weapon in starsector. i MUST know more about its storied history, and which battles it served in!

6
I want to do a playthrough where I NEVER dock at a station that isn't my own and I'm in the early game and I lost a bunch of crew from an early battle. Is there a way to get more crew?

Edit: Same with credits?

Theres a mod, i think stellar networks? that lets you remotely contact, well, contacts. configurable to be only if near a comms relay aswell. that can let you accept missions without resetting your drive anomaly.

Also, on a seperate note, i had an idea for a feature suggestion. i find a lot of mods add ships that are supposed to be in the same vein as the Apogee, where there exploration vessels, but because there like 900 fuel capacity for 8 fuel/light year, they end up not getting the "protected" storage class and are unsuitable (or atleast not ideal) for exploration. i can see why this can be intentional for game balance, but it feels weird looking at a vessel thats stylized to be an "exploration vessel" (like apogee kitbashed or using similar textures- stuff like the Nadir and Conquistador), and has a text description describing it as such, and then ingame its not really super viable in that role.

Maybe a configurable option, default off or on i dont care,  to consider all vessels with both high res sensors AND surveying kit built in (not S-modded in or added as a normal hullmod) and no civilian-grade hullmod, to always be considered protected. or atleast, protected at a higher margin than 100 fuel storage for each fuel per light year. maybe there protected up to 150 fuel worth of storage per fuel per light year? or configurable? i think itd be nice for mod compatability: a modder could make an exploration capital or high-tier exploration ship that slightly pushes the bounds of fuel storage per fuel per light year without having it be considered "militarized", and thus not ideal for exploration.

7
Mods / Re: [0.96a] More Military Missions (v0.2.2)
« on: July 02, 2023, 07:54:59 AM »
Can you make the return trip for merchant escort missions optional? or atleast, like a second "seperate" mission that has to be accepted seperately from the first trip from point A to point B? sometimes i want to escort a convoy from a fringe world to the core worlds, but i dont want to go all the way back out to the fringe, but even though i did it succesfully on the inward trip, im still obligated to follow them back out or else i get reputation penalties.

8
Have you thought of adding nexerelin mining-strength integration? Basically, nex has a "mining strength" for each weapon, ship, and wing that is possible to contribute to mining. Mods can (and often do, i know xhantech, HMI, and vayras ships do, many others probably do aswell) add there own weapons, wings, and ships to this list, each with there own mining strength. So something like a hammer, which description says is "ubiquitous in the sector pre-collapse due to civilian applications discovered by asteroid miners", contributes to the mining strength of the fleet when mounted on a ship, and mods that add medium sized hammers (like vayras ship pack) also have a mining strength defined for those modded medium hammers.

The point im getting to is what if mining strength could, for certain plantery operations, tie into this mechanic? Like some planetary operations (like extracting ore from an exposed ore vein, or drilling to a deep pre-collapse tech vault) needs atleast X mining strength total across the fleet to be accessible, and/or mining strength past X makes extracting resources from that planetary operation more efficient? I think it would be pretty interesting, and help incentivize the player for trying different ship loadouts and fleet compositions they wouldnt otherwise try.

9
i tried doing a cataphract strike (from nex) and i got THIS ERROR:



log: https://gist.github.com/321nick/ec80fb01d487a95d31c1742720cbccd0


10
Mods / Re: [0.9.6] Caymon's Ship Pack v1.2.1
« on: May 31, 2023, 04:50:45 AM »
idk if this is a bug or just standard starsector AI nonsensery, but when i had a pirate motorhead in my fleet, and go into combat, the pirate motorhead would always spam its improved damper field. even when theres no enemy in sight and its not shooting anything. is that intentional, or a bug?

11
Mods / Re: [0.96a] Tahlan Shipworks 1.1.1
« on: May 30, 2023, 03:16:02 AM »
I HAVE A BUG REPORT!!!!

when i recovered a lostech "karma" class cruiser, it came with a officer in it, something like "voidchild OFFSPRING" or something along those lines. but if you put a normal officer in the karma, or unassign it, the officer it came with dissapears permanently!

if its intended to be that way, where you cant re-assign the officer if taken out, then it should atleast prompt the user that, unassigning the officer is a permanent choice that you cant go back. its not like the lostech hullmod makes any mention of it, or anything else does AFAIK, so reading wouldnt help either (not that it ever does)

12
Mods / Re: [0.95.1a] QoL Pack 1.1.0
« on: May 28, 2023, 12:47:14 AM »
Have you considered adding a feature that holds the ship, instead of facing directly where the cursor is at, it can face offset to the cursor, like 90 degrees to the left or right of the bearing of the cursor to the ship? This would help a lot when piloting broadsiders, you keep the mouse at the enemy and ur ship faces left of the enemy so all guns can point at the enemy.

13
Mods / Re: [0.96a] [WIP] Ashes of The Domain of Man
« on: May 27, 2023, 09:28:17 PM »
Help! i have a crash when using all 3 AOTD modules. i got the most recent download from here: https://drive.google.com/drive/folders/17sMJKsVbf1WEU8CRu0H7a4Ohv90qLJ27 , at like 10am 5/27/2023, incase there was a update previously that shouldve fixed it.

Heres my log: https://gist.github.com/321nick/78e847907099789123493ef751c136f5

14
Can FighterLaunchBayAPI.setExtraDeployments be modified to take negative integers to REDUCE the number of active fighters in a wing? or atleast, can there be another method like FighterLaunchBayAPI.setReducedDeployments that does the same thing? i want to make a hullmod that reduces the # of fighters in a wing/LPC/bay/whatever, but afaik it is IMPOSSIBLE with the current methods in the starsector API!!!

15
Modding / Re: [0.96a-RC8] Charmingly Wearisome Additions [ver 0.6]
« on: May 16, 2023, 09:02:23 PM »
i agree with the chameleon and pegasus removal, they were kinda without a niche in 0.96

have you considered maybe giving the velites and/or the excursion some hullmods that nerf the hangar slot? like, wing sizes are halved for the velites hangar slot, can only equip fighters with a count of 2 in a wing, and OP cost of all fighters are cut in half aswell, so its more like a half-fighter slot then a full one cause of how small the ship is? and maybe for the excursion same thing but wing size is reduced to a third of its original, so 3 broadswords in a wing -> 1 broadsword per wing, but its only 1/3rd the original OP cost?

Edit: nvm i found out this was impossible after trying to make a hullmod that does it.

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