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 - Harmful Mechanic

Pages: [1] 2 3 ... 55
1
This, man, this right here - this is how you get a Butlerian Jihad.

2
I believe mllhild is planning on some kind of revival without scraped art, so you could send them a personal message and offer to help.
Very understandable.  Out of curiosity has there been any movement on mllhild's remake?  As the super weapon mod is one of my favorite mods with all sorts of fun weapons.  It's a shame that the mod used assets they didn't have permission to use but I hope a remake is ready soon!

I have no idea and I don't care; you can ask mllhild about that.

I'm not involved; I didn't want to be involved in the first place. Mira involved me by using my stuff as a free asset store, and I didn't appreciate that.

You do know how to send PM's, yeah? It's under 'My Messages> Send a message' up top there.

3
Nope, it's enforceable. You just misread the license (but congrats on actually reading the license). I knew what I was doing when I selected that license (which is actually more permissive in a few dimensions than the default copyright granted on creation), and I'm within my rights to say 'please don't use my art'.

I have no interest in depriving anyone of the Superweapons mod, BTW - although I like posting on a forum where you can't just grab whatever you want from other mods. Mira Lendin did that with her behavior. I believe mllhild is planning on some kind of revival without scraped art, so you could send them a personal message and offer to help.

4
You could also run https://github.com/eballai/NoAI or https://glaze.cs.uchicago.edu/ on your images, if you're worried about having them scraped for use in a model like this.

5
Modding / Re: [0.95.1a] ThirstSector - A Complete Portrait Replacer
« on: March 03, 2023, 12:31:55 AM »
Sorry! You're right, I apologize for not asking first. If you ever do feel bent out of shape just let me know and I'll take it down.
Honestly? I'd like it if the tweaks to DME and Magellan weren't part of the default pack. Having an add-on you can choose or not choose to use is fine, but having it be core functionality for the base mod seems like a bad idea, yeah?

Anyway, hope you have a good one otherwise.

6
Modding / Re: [0.95.1a] ThirstSector - A Complete Portrait Replacer
« on: March 02, 2023, 11:49:51 PM »
You know, I'm not really bent out of shape about the unauthorized add-on, but it would have been nice to be asked.

Spooky to see the way the AI reprocessing works on my hacky kitbash placeholder portraits, though. How much postprocessing did you end up doing?

7
Suggestions / Re: Converted Hanger Rebalancing
« on: February 06, 2023, 04:48:45 PM »
How is the Vast Hangar interaction working at this point? In the relevant blogpost, you talked about it negating penalties on top of adding a second bay - it might be a good idea to slap that on a couple of smaller ships that make for better carrier conversions. That would keep Converted Hangar mostly not worth it, with a few situational choices.
It'd negate the +DP penalty and still add a second bay, since the Invictus is designed to have "two bays regular carrier style" as an option.

I'm not sure I'd really want to put it on smaller ships; it'd really put the Condor in a bad spot.
Oh, to be clear I was thinking it might go on one or two cruiser-sized ships - maybe the Dominator, or the Apogee. Definitely not on a destroyer, or replacing any existing hulls.

8
Suggestions / Re: Converted Hanger Rebalancing
« on: February 06, 2023, 02:44:55 PM »
How is the Vast Hangar interaction working at this point? In the relevant blogpost, you talked about it negating penalties on top of adding a second bay - it might be a good idea to slap that on a couple of smaller ships that make for better carrier conversions. That would keep Converted Hangar mostly not worth it, with a few situational choices.

9
Suggestions / Re: Buff the Medium Energy Slot
« on: January 05, 2023, 10:37:32 PM »
And it doesn't help the poor Wolf, which can't really support a Pulse Laser, nevermind the Heavy Blaster's slightly insane flux cost.

I actually find it's the opposite; the Pulse Laser's continuous fire is much less useful than throwing a few Heavy Blaster bolts before backing off. If you have poor flux stats, it's better to fire fewer, more powerful shots.

10
See, for example, the sigma matter items in Dassault-Mikoyan Engineering.
(Just a note here - that's the dev build, not anything generally accessible... yet.)

11
Merry Christmas to you too, Dazs. In that spirit...

If you want to make your faction omni-hostile to the whole sector without having to set all the relations manually, use this code:
Code
List<FactionAPI> factionList = sector.getAllFactions();
        FactionAPI hivers = sector.getFaction("HIVER");

        for (FactionAPI faction : factionList) {
            if (faction != hivers &&
                !faction.isNeutralFaction()) {
                hivers.setRelationship(faction.getId(), RepLevel.VENGEFUL);
            }
        }
You want the cutout for neutral factions so the Hivers don't do the equivalent of getting in a fight with a tree. But this way you don't have to update the mod every time someone adds a new faction, either.

12
General Discussion / Re: Dead Game?
« on: December 22, 2022, 11:51:41 AM »
If you’re bored between releases, modding is a more constructive response than whining.

13
I'd also like to be able to tweak beam speed, if that's practical to expose in the API.

14
Suggestions / Re: Eagle and (base) Falcon remain anemic
« on: December 05, 2022, 03:05:26 PM »
Yeah, but no amount of cost discounting is going to make up for a ship that doesn't feel useful on the field; if it's there in the game mainly for flavor, that's okay, but if it's part of a system where everything feels useful, not just in a by-cost sense but in the sense of actually having in-game synergistic capabilities (IE, fulfilling the classic cruiser role of being a fast, independent vessel with significant, though sub-capital, firepower), then there are breakpoints where no cost discount will make up for falling on one side of a breakpoint or not.

Even at 18 or 17 DP, I'd probably still take the Falcon; it's even cheaper, and even faster - and since neither one can stand up to a capital ship, I prefer the one that can run away better, hunt destroyers and frigates better.

I'm going to be a huge dork and quote Alfred Thayer Mahan on armored cruisers:

Quote
By giving this tonnage to armor and armament you have taken it from other uses; either from increasing her own speed and endurance, or from providing another cruiser. You have in her more cruiser than she ought to have and less armored vessel, or less cruiser and more armored ship.

If the Eagle stays at 50 speed, you could up-armor it, and get... well, the same species of disappointment you get in the Dominator, a classic 'armored cruiser' design. It's slow and clumsy for a cruiser, and it's still not quite capable of facing down a battleship. The Eagle is more like the interwar 'treaty cruiser'; a heavy cruiser with precisely limited armament.

Closing the speed gap would make the Eagle more generally-useful at cruiser tasks, while keeping it slow just makes it an also-ran, no matter how discounted.

15
Suggestions / Re: Eagle and (base) Falcon remain anemic
« on: December 05, 2022, 02:22:53 PM »
I think a little more speed on the Eagle  - up to 60 from 50, say - isn't that big a deal; it's still slower, but now you can actually get that firepower places to apply it. Given the design of the Falcon and Eagle, they're always going to feel really similar; this way, they're at least both useful.

If you felt nitpicky, the Eagle could get a -10 additional speed version of Maneuvering Jets (or, it could be charge based, with the the Eagle's version getting two charges and the Falcon's getting three). Lots of options for keeping them differentiated.

On the other hand, I feel like just dropping DP cost makes the Eagle less useful to the player overall; the problem with the low base speed is that it shortens the window of time when you'll want to use an Eagle at all (since if you're grabbing 'a slow midline cruiser', later on you'll almost always have the Champion as an option, or you'll be doing your heavy hitting with the Pegasus or Herons), while a faster 'generalist' heavy cruiser can be shoehorned into a lot of fleet comps.

Pages: [1] 2 3 ... 55