Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Cerevox

Pages: [1] 2 3 ... 5
1
Mods / Re: [0.97a] Ashes of The Domain
« on: March 17, 2024, 10:19:44 PM »
So after playing around for a bit more and actually climbing the tree a bit more, I think my real issue has crystalized. There are little things, like the lack of informative guides and the industries/items lacking useful descriptions, that are all things that are relatively easy to fix. What is really frustrating me about the mod seems to be structural is that a lot of the industry upgrades either aren't upgrades or don't feel like upgrades or shouldn't be industries in the first place. They feel like sidegrades in many cases, or just outright downgrades.

Take the sublimation industry for example. It only produces polymer and organics. If you build it on a world with either or both ores, those resources are being wasted. It also can't take a mining bore so its producing basically the same amount of organics as a naked mining. It does produce polymers, but that feels bad when you were making so much more stuff before. It also makes me wonder why its even taking up the mining slot. Why wouldn't the production of polymers be a seperate industry that takes organics as an input? It just doesn't feel like an upgrade. The smelting upgrades feel the same, like they aren't really upgrades, but are instead just sidegrades trading one basic for one advanced resource.

Also, why is the digital codex consortium an industry and not a regular building? You use it like 6 times total, assuming you don't find any pre-programmed modulars at sites. Seems overkill to call it an industry when you use it a half dozen times and then can dismantle, and it doesn't do anything else in between its handful of activations.

To be clear, I do enjoy that colony building is now an actual process with AotD and not just a slap down a colony in 8 seconds and be done, but every time I go to upgrade an industry, I find myself wondering if I really want to actually do it and if it's really worth it.

2
Mods / Re: [0.97a] Ashes of The Domain
« on: March 12, 2024, 06:29:55 PM »
Is there any way to know what some of these techs do before you research them? I assume module programming allows you to program modular constructors, but it doesn't actually say that anywhere. It just has a long lore blurb with no information on what it actually does or how it works. And if that is true, the tech tree is out of order. You can research the 2 upgrades to refining tech before you can research modular programming, but you need a programmed modular constructor(I assume) to actually do the upgrade, so they should be in reverse order.

That is kind of true of a lot of the descriptions in this mod. There is a lot of lore text but no gameplay text so half the time I have no idea what any of these things are for and why I am accumulating dozens of these and if I should just sell them or not or how to make them work or even what tab they need to go in.

I also noticed the catalytic core doesn't seem to bonus the 2 refining specializations so if you have a core, the generic default gives you more of both resources than either of the specializations do of anything.

3
Mods / Re: [0.97a] Ashes of The Domain
« on: March 10, 2024, 03:45:25 PM »
Is there a way to view the research tree before you have a research building? I want to make sure I have enough research banks before I drop the first colony, so I can snap through the first couple things asap, but there isn't any way to count it out that I can see. That almost feels mandatory in some mod setups, since if you drop a colony and can't get it up and running fast you tend to get killed by Diable/hivers/IX.

4
Mods / Re: [0.96a] Console Commands v2023.05.05
« on: March 08, 2024, 10:24:29 PM »
Is there a command to add or remove a skill from an officer? I have found ways to add officers at levels, but not to add skills. My specific issue is that I keep starting games with the companion officer and manage to not give them their unique skill and want a console command to do it after the game starts, since my brain just refuses to remember to click a skill inthe menu, or I double click and unselect the skill.

5
Mods / Re: [0.97a] Ashes of The Domain
« on: March 07, 2024, 09:57:51 PM »
The pre-collapse can vary a lot. Some of them are actually pretty easy, some are extremely hard, the actual amount of defenders seems to pull from a pretty large range. There are also quite a few ruins without any, it isn't too limiting, at least as far as I have seen.

6
Mods / Re: [0.97a] Diable Avionics v2.8.4
« on: March 07, 2024, 08:03:58 PM »
rest assured i won't be putting more code like that into tart's mods though.

This is the problem though. You put malicious code in a mod once. How does anyone know you won't do it again? How does anyone know you won't put anything worse in? You did silently so how do we know you won't get in a slapfight with another modder, get mad about it, a put more dangerous malware code in some totally unrelated mod? No one can ever trust you again because you have proven you will take unilateral action to harm others. This isn't something you can just laugh off. Every bit of code you write is now suspect, forever.

7
I didn't go through the whole thread to see if this has already been mentioned, but the Hachiman battlecruiser has the innate heavy ballistics integration hullmod, which decreases all large ballistic weapons by 10 OP. It has 7 medium and 7 small ballistic hardpoints, there is nowhere to mount a large on it, so the hullmod does nothing.

Edit: Also, the Bishamonten's red flare on the engine light is perhaps too much? It kinda washes out a lot of the ship detail.

8
When I mouse over the "downgrade to miltiary relay" option on an interstellar relay I get an instant CTD. No clicking or anything, the moment the tooltip would pop up, starsector is gone.

9
This mod is still reporting correctly on version checker though, no? At least the last time I looked at version checker it showed up.

10
I am actually having the opposite experience with vulture fleets. I had dropped a colony and for some reason, an endless horde of pirate armadas decided to smash it. I kinda figured I was doomed to just get raided forever, but after the first debris field between my space station and the first pirate armada showed up, vulture fleets started appearing. Vulture fleets of massive size and number. They demolished the pirate armadas for me and cleared everything out of the system that was remotely hostile. And they blocked my access to the debris field from my own space station that was caused by my faction.

So, it seems like the vulture fleets either act like a hunter killer team vs the player if independents hate you, as a source of infinite debris fields if you are pirates, or as a galactic anti-pirate police force if your faction is attacked by pirates. I am pretty sure that whatever the design goal for the vulture fleets was, it was none of these 3.


11
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
« on: March 26, 2020, 05:02:41 PM »
Just tried out the mantidae fighters and they are glued to the carrier. Kind of makes their ability and description of being able to project force a bit silly since they just hide behind the carrier and don't really engage.

12
Mods / Re: [0.8.1a] Green Knight Security (v1.3)
« on: June 09, 2017, 10:01:26 PM »
Ive been playing these guys in nex and really enjoying it. However, the faction really seems to putter out on the power curve at the upper end. Like, both the cruisers are good and solid, if equipped properly the missile cruiser is pretty terrifying. Give it a bunch of kinetic weapons and 4x harpoons and it can murder things really fast. However, there are no real hard-hitters in the lineup that can take out heavy cruisers or caps without a pretty big numbers advantage. The only thing that comes close is the missile sunder, but its a sunder variant and thus the AI likes to explode in it without doing much. I guess the issue is that the Vritra "heavy" cruiser feels more like a standard cruiser. Its highly effective vs other sized cruisers and anything smaller, but it can't punch above its weight, mostly because of the limited slot size. It doesn't matter how many tactical lasers or privateer pulses I put on this thing, it won't stand up to a dominator or eagle, or any of those top end cruisers.

I am not saying any of the current lineup is bad, its just, there is a clear cut off where GKsec can't escalate but every other faction can, so its near impossible to keep using GKsec indefinitely, you have to swap to other faction to get heavy cruisers and up.

I am honestly not sure what I would expect in a heavy cruiser or cap, either beamspam or multiple heavy missiles, its just that the gap is definitely felt.


Also, unrelated to that, the carrier feels kind of soft. I feel like it gets itself killed more than a condor. Maybe a wider shield or something similar?

13
Diable is friendly with pirates. But, they are still issuing pirate bounties as normal. When you work for DA, and arrive to kill a pirate bounty, the pirate is all friendly and like, "Sup' bro?" and DA will get mad if you shoot him.

14
It looks like domain derelicts and the redacted have their own factions, which are being treated as regular factions. You were neutral to domain derelicts, and then you just randomly attacked them, so everyone got mad.

15
Had an interesting thing happen. Coalition spawned in and took the DA forward operating base away. DA sent a big fleet which marauded the system for a while. Then, after a few weeks in-game the DA fleet started "intercepting invasion fleet" by which it seemed to mean fly out to the middle of nowhere in the system and wiggle back and forth. A coalition fleet was also doing the exact same thing at the same time, in between the DA fleet and the station.

Perhaps something isn't updating properly when a station changes hands?

Pages: [1] 2 3 ... 5