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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 - DifficultyTweak

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Mods / Re: [0.95a] The Asteroid ship pack 1.2b
« on: April 16, 2021, 10:01:33 PM »
Update 1.2c

Cerus's turn rate and acceleration has been reduced and Clanker's turn rate has been lowered again.
https://github.com/Liam5563/astroidships-pack/blob/master/Astroid%20ship%20pack%201.2c.rar?raw=true

Clanker still turns too hard, AI likes to swing it around constantly when its being swarmed by frigates/destroyers.

Might want to take a look at HMI's junkship stats and see what you can do about the maneuverability for the asteroids, since the junkships turn like crap and I imagine would have theoretically identical performance to the asteroids.

Also, Fortress Shield on the Pebble is simply too powerful - Damper Field would probably make more sense both from a lore perspective and a balance one.

2
Might I suggest implementing some sort of token system for ship traits?
Basically, the idea is that if you get a trait you dont want on a ship (ie, missile traits on a SO hammerhead or shield traits on a ship with bad shield stats) you could enter a dialogue menu or something and replace that trait you dont want with a negative trait, but it gives you a universal token that you can use to spend on traits that you *do* want. These bought traits would also be permanently on the ship so the game doesn't just randomly take away something you grinded for.
Thoughts on this?

3
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.3)
« on: January 19, 2020, 10:58:20 PM »
Any chance of this working with Unknown Skies somewhere down the line?

Unknown Skies is already supported. Have you experienced any issues with US?
Actually, after having played with the mod for a bit, why are rocky ice worlds disqualified from using ismara's sling?

4
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.3)
« on: January 18, 2020, 08:52:12 AM »
Any chance of this working with Unknown Skies somewhere down the line?

Unknown Skies is already supported. Have you experienced any issues with US?
Oh, ***, I thought it wasn't. Nevermind, lmfao

5
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.3)
« on: January 18, 2020, 08:36:22 AM »
Any chance of this working with Unknown Skies somewhere down the line?

6
Are there any plans on setting it so that you can choose your faction's alignments for diplomacy?

7


I've been asked that before, and I'll give you the same answer I have previously given:
That is not up to me, the sprites are not mine, and so you should be asking "MrDavidoff" for permission. Technically speaking, you could even create your own mod with the very same sprites right now if he gives you permission to use them, but it's up to you to decide whether that is something you want to do while I'm still using them or not, I guess...
Oh, okay! Thanks for pointing me to him!

8


Thanks for your support, and I'm glad you are enjoying my mod so much! :D
Unfortunately, following the Star Wars theme is something I don't want to do, and in several occasions I've made it clear that I'm trying to stay as far fromt he Star Wars universe as possible, with the only similarity being the shape of the ships. This is a slow transition, and the fact that many things in the mod are still "Star Wars" may cause some confusion to some...

There will be "Maintenence Bots" in the mod, which are currently still using the R2 droid sprite. They will be changed to a generic robot sprite at some point, just as the ships will be getting new sprites eventually, but due to my lack of drawing skills and time to practise this is something that will take some time and may push me further into looking for commissioned work...

That being said, I appreciate your suggestion, but that's something that I won't add to the game. Like I said, I'm trying to stay away from Star Wars, and adding alternatives to the marines is something that does not seem useful or necessary, it will only add complexity to something simple... Just think on how the game had several crew levels in the past and now there's only a single type of crew, I think the marines should remain as simple as possible as well.
I suppose it's fair that you'd want to move away from Star Wars, but once FDS is fully moved away from it, would you be opposed to the idea of someone taking all the old sprites from the earlier versions of the mod and making a new SW mod with those?

9
This is an absolutely kickass mod. I'm a massive star wars fan and this is easily my favorite mod so far.
That said, though, I have a suggestion: add a structure or something that produces B1 and B2 battle droids that act like marines. B1s would be around half the cost of a marine (maybe less?) but would be half as effective, but the main draw would be that they don't take paychecks like marines do. B2s would be twice as effective as a marine, but would be twice the cost of one. Again, no paychecks.
Good ***, dude

10
Modding / Re: [0.9.1a] Terraforming [Beta] 0.0.2v
« on: September 29, 2019, 09:35:59 AM »
Hey, this is probably unwanted, but I cleaned up your industries.csv file and made the descriptions a lot better to read. I also changed out the image for the Thin Atmosphere structure with the Air Exchange from the Half-Life 2 beta, which should be fine since this mod would likely fall under "fan art" as according to the Steam Subscriber Agreement. Put the airexchange.png file in \graphics\icons\industry or the game might *** itself, I dunno.

Good luck on the mod though, dude.

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