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Messages - Gabriel_Braun

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31
Mods / Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« on: January 01, 2015, 01:38:56 PM »
I tried a similar thing Trash but aiming to get cooperative with FFS-  Didn't work as they kept scanning me every time a patrol spotted me so I couldn't actually afford their taxes lol (great for fiction but waste of newyear's day haha)

32
Mods / Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« on: January 01, 2015, 12:11:44 PM »
Yeah I agree but there needs to be some sort of a dialogue added to purchase 'weapon packages' or somesuch too imho...   I can have a million in the bank but never see a single normal massdriver for sale which doesn't help me at all;  Maybe offering several dialogue-based reward missions for special items or credits from a faction comm-relay could work for the levelling up tech-wise?  Just a thought ;)

33
Mods / Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« on: January 01, 2015, 09:04:46 AM »
We're getting into an area of discussion here about elite variants...   I've seen it done where you can make 'boss' character variants with hullmods the player can't access but there's still the capture issue in that unless you make them uncappable

Edit- sorry trashman I didn't see your post lol-  can you define a variant over the OP cost or does that bugger up the AI?

34
Mods / Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« on: December 31, 2014, 02:03:35 PM »
Omg, it looks like Alien/AI hybrid hulls!!!    :o

Actually no, it looks like XLE hulls with AI/Alien tech for prototypes?

35
Mods / Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« on: December 31, 2014, 08:57:18 AM »
Also Okim have you changed the salvage values for alien probes as the haul is pretty crappy now? 

36
Mods / Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« on: December 31, 2014, 04:23:30 AM »
Pmsl, gunship carrier  ::)

That's probably a leftover from when fighter capacity and flight decks were seperate I'm guessing?

37
Mods / Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« on: December 30, 2014, 09:52:47 AM »
Well looking at the changelog Alex is already on the case as he's stated saves will be reduced by around 50% with the patch

38
Mods / Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« on: December 30, 2014, 07:28:26 AM »
I`d like to know what you are doing in the Ironclads?

Basically starting off by picking an enemy faction by way of stalking a trade fleet before they offload at a market and liberating their haul.  Later on I always seem to chase after FFS carriers to steal since they're pretty much invulnerable if fitted correctly-  Have noticed lots of carriers in a fleet with no fighters which makes nabbing them fairly straightforward :D

39
Same thing with Cold sands in Achilles dude

40
Mods / Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« on: December 18, 2014, 11:17:11 AM »
Firstly as has been said previously there is the lack of supplies in some areas, which can cause a lot of problems especially with the larger fleet sizes or a mining operation. Additionally where there are supplies I feel that 250Cr each is rather steep and should be a decent amount lower.

I'm not having an issue with supplies as I don't tend to buy them-  I'll wait around a pirate or enemy base just at the edge of visual range for an enemy trade fleet to come in to offload supplies or wait for one that's just loaded up to depart before liberating them of their burden.  Even the small pirate traders with 2 freighters usually carry around 500 supplies!  Add to that that ownable/upgradable stations aren't in with production yet and it's rainbows and ponies :D

When I alt+tab from StarSector I can only get back into it by switching to it with Task Manager. I have no Idea why this is. I don't know if this is the mod, steam overlay or just the game but I thought I'd stick this in at the end.

That's steam overlay from the sounds of it unless you're using another overlay like Raptr or whatever?

41
Mods / Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« on: December 18, 2014, 08:32:40 AM »
Haha Okim, it's really ModCeption now :D
I'm asking because I never got as far as trashman with importing those ships myself and used to rely on importing just one hull and setting it as a spawning ship which was pretty gay but that was before the .65 release lol


42
Mods / Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« on: December 18, 2014, 05:40:09 AM »
Yeah don't forget that vanilla is nothing like ironclads...   In vanilla the long battles and up being bruiser brawls that take forever-  Ironclads at least gives huge value to tactical strikes so ammo is important as most battles don't last longer than 5 minutes per stage :)


Also just a courtesy question Trashman:  Do you mind if I use your work as a framework to implement a couple of Keptin's ISF ships as a Japanese subfaction?  It's only for my personal use so I don't see a problem but it's always polite to ask?


43
Mods / Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« on: December 16, 2014, 11:11:28 AM »
So bad , their only utilty will be for tokens and get the prototyype ship ?

Huge experience and fairly decent resource drops as well as farming rep/bounties :D


it's very limited, i can understand for the capture limitation, but Okim let us farm them for weapons :)

Yeah, things are a little different now...   Having alien/AI weapons would make things just too easy-  I myself loved using them before too but it'd be too much of a game breaking imbalance now :(

Question: is it easy to modify the mod to allow it that i do myself  ?

Depends on what you want...   Making them drop weapons as loot/be strippable wouldn't take that much work but at the same time they would be completely imbalanced and overpowered.  The best compromise I can suggest would be to simply add some ordnance points to them in ship_data so that IF you manage to capture one then you can add some hullmods rather than using their kit on normal ships which isn't an easy thing to do...   

Spoiler
I honestly don't mind so much when I imagine it like trying to install a turbolaser from a stardestroyer or an Asgard energy lance to a modern-day surface ship...   Not happening really but there are the hybrid prototypes :D

If you're really desperate though, you could make a new variant file and add the weapons to it and have it as a choosable option in the character creation menu.  Look at the modding help forum if you need guidance on doing that though, it's not a short process but you might find it interesting :D
[close]

44
Mods / Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« on: December 16, 2014, 10:33:11 AM »
Is it normal that Alien fleets doesn't drop weapons ?

I can't get them  :'(

PS: Your mod is still as good.

Yes, Alien and AI ships now have all weapons built-in and 0 ordnance points...   Basically they're unchangeable and come 'as-is' and not farmable for equipment even if you capture them.  Just think of it like their power systems or fundamental designs are incompatible/incomprehensible to us humans without the scientific basic understanding of their design principles :D

45
Mods / Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« on: December 16, 2014, 10:06:36 AM »
Hey Okim, thanks for your continued work and well done with 8.3!!!

I've playtested it fairly extensively and think I can offer some meaningful feedback and a couple of small bug reports now :)

Bugs:
Spoiler
Nothing game-breaking here but some things that slipped through:
Condor class destroyer still has a flight deck despite description fluff stating it shouldn't

Some ships still have faction markings on their sprites.  I know this is trivial to fix so unless you're in the process of updating the hull graphics on these chassis (in which case I apologise) the copy&paste/layer replace process takes no time at all so I'll assume these few just slipped through the net?  The hulls are the Finland, Hungary, Illinois, Italy, Germany, Greece and UK.

Rostov-H description suggests it can be used as anything from fleet escort to a torpedo carrier but this is not possible.  Should the 2 small and/or the medium mount be universal instead of ballistic in order to fit the lore or does the description need changing?

Executioner frigate description has a typo:  "Armour layer is upgraded bith energy absorbers"

Kazan drone carrier has a flight deck as well as drones as a system, I assume this is an error as it's much like the hungary apart from this?
[close]

Gameplay feedback:
Spoiler
Really impressed with the progress in such a short time!  One thing I've noticed occurring after several hours in every separate playthrough however is that the ISA/RSF raiding/invasion fleets seem to stop actually raiding?  I'm not 100% on the logic process behind their workings and they might just be an early implementation at the moment to add flavour but on the other hand it might be an issue in the fleet task/workgiver scripting?  If it's an economy/stability issue then obviously it's a lot more complex to implement, I understand if you're leaving that kind of thing until you've got the bulk of your planned features in-game beforehand!  It's probably just the system coming to rest when it finds equilibrium as it only happens after some hours of play but it happens regardless of player actions so far as I can tell.

There's a number of balance issues that I've noticed too.  The biggest one so far is the Germany battlecarrier-  With 12 small missile mounts...  If a player trains missile specialisation to 5 and adds the expanded racks mod the result is MMM (http://tvtropes.org/pmwiki/pmwiki.php/Main/MacrossMissileMassacre)
It's awesome to see but in reality when you can jizz 36 LRMs for little actual cost and still have a cruiser's main armament and 4 flight decks it's a little too much!  Changing the 12 small missile mounts to either 2 or 3 large ones in addition to the current large would solve this (If it's not a featuretm)  :D

[close]

Additional improvement thoughts (Just my own personal suggestions):
Spoiler
Not much to add here but to finish up this great wall of text:-

It'd be nice if you could add a small version of the mass driver for UIN as everyone else has S/M/H versions of their signature weapons

Could torpedoes have an advanced version with minimal guidance at additional cost?  Nothing overpowering, I'm thinking more like wing commander than starwars lol

You mentioned adding a possible 'commision a construction project' for a specific ship dialogue feature further down the line-  If you do that, could you also add a 'Procurement contract' for weapons where we could order a specific type of weapon be delivered?  If that's not practical, would ordering the ship variant with the variant weapons already installed be an option?  I ask this because getting hold of the ordnance I'm looking for is getting to be the biggest grind in the mod rather than money/exp!

[close]

TLDR:  Ironclads 8.3:  Proof that Okim's modding level... IT'S OVER 9000!

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