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Messages - Harmful Mechanic

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31
General Discussion / Re: No autosave? Seriously?
« on: October 05, 2022, 08:36:00 AM »
Not infrequently, I see a toxic poster and wonder 'did this person even pay for the game they're being so awful about'?

32
Suggestions / Re: The white screen explosions are annoying
« on: October 04, 2022, 08:41:20 PM »
Yeah, the flash is rough enough on the eyes that I would say, along with being a photosensitive seizure risk, it's important enough to dedicate some time to.

33
I think Charybdis should be way more expensive ship and much more rare to have it "balanced"
Weirdly, one of the worst ways to balance things in Starsector is to make them rare or expensive. If it's good enough, neither factor is going to matter very much, especially with how easy it is to make money. DP cost is a better balancing lever.

As far as flux cap goes - the 12000 the Charybdis has isn't that far over the 10800 it 'should' have for 540 base dissipation, especially not if we factor in Harmonic Shield Conduits.

Personally, if you asked me to rein in the Charybdis, here are some of the changes I'd suggest:
- Remove between 5 and 15 OP.
- Remove the small Missile slots (or convert them to small Synergy hardpoints), and turn the medium Energy turrets into Missiles (maybe Synergies on the Redwings version) with narrower arcs.
- Trim the shield arc down to 270 or so.

This would leave a ship that's still very scary, but depends much more on ammo-limited missiles and fighters to actually kill things.

34
Works just fine in WINE.

Several years ago Deathfly and I had a shot at building a Mac version; I might try again later when I don’t have any mod stuff left on my plate.

35
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
« on: September 21, 2022, 03:57:54 PM »
here all of you are pretending someone died and made you king....

I can't speak for anybody else, but that's not my intention in responding at all.

Ultimately it's up to an individual artist to manage their own emotions and set their own boundaries around their work. Sometimes the easiest way to do that is just to go fix a balance issue; other times you have to stand firm and say 'no, sorry, I'm doing it my way'.

36
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
« on: September 17, 2022, 10:08:15 AM »
I think the balance issue is one of community-wide good practices; there's a tendency for power-creep arms races to spill over into feedback on other mods ('UAF is a powercreep munchkin mod{1}, why isn't your mod a powercreep munchkin mod? Make it like that! All mods should be like that one mod I like!') which is annoying but also pretty easy to filter out once you know that tendency is there.

But I agree that bothering Ryxsen is not the way to go about it. Personally, I took a look at the preview posts and decided 'nah' a long time ago; I'm sure if/when it's finished I'll take another look for curiosity, but the mod doesn't grab me now and doesn't seem like it's headed in a direction I'll like, so... I'm just not using it.

Simple as that. Not everyone has to enjoy or approve of every mod.

{1}Note; I don't actually think UAF is a powercreep munchkin mod, at least not by design. I'm just using it as an example because we're in the UAF thread. Feel free to mentally substitute some other mod if this hurts your feelings.

37
General Discussion / Re: How much of the old lore is still valid?
« on: September 16, 2022, 05:17:29 PM »
I do think, FWIW, that 'fewer/rarer capital ships' is an ideal adjustment to make to the game, and in my own copy I've tried that out and generally enjoyed it more.

But that's the kind of stuff you worry about as a final polish touch, not while you're still adding core features.

38
Blog Posts / Re: Hostile Activity
« on: September 14, 2022, 08:00:50 AM »
As with all things mod-related, some of us do a better job than others of designing our nonsense to play well. Can't fix problems that don't exist yet; we'll cross that bridge when we come to it.

Fwiw, I only have one thing per mod that I would want to interact with this system. Everything else is some combination of more basic intel events and custom interactions.

39
Is there a good source of information on how to make a pirate-like faction avoid triggering sector-wide bounties?

40
Blog Posts / Re: Hostile Activity
« on: September 03, 2022, 09:20:41 AM »
Not to get too testicle,
wat

but almost all industries have a secondary or primary effect on centrally planning your economy.
I think, given the industry limitations, almost any industry that isn't a profit center is inevitably going to be concerned with producing a commodity or item that has more than just exchange value - so what will fix a lot of the issues with industries is likely to be 'more stuff to do in the world with commodities' (IE, you can't just spend credits to fix a food shortage; you have to have, and supply, food)

41
Blog Posts / Re: Hostile Activity
« on: September 01, 2022, 09:43:30 PM »
It might be time for me to start working on another icon builder PSD for this. It wouldn't be up to David's usual painterly standard, but we could set the floor a little higher.

42
Blog Posts / Re: Hostile Activity
« on: September 01, 2022, 11:25:37 AM »
This is looking absolutely great - I'm looking forward to the way this is going to play out in the vanilla game, let alone that I'm slightly giddy at how much work it's going to save me on the backend with my planned mod content.

I'm also really looking forward to seeing what sorts of rich midgame content this can add - it seems like this is going to make the stretch of the game between establishing your first colony and hitting a big endgame fleet and a secure colony or group of colonies, really satisfying and challenging.

43
I have tried the 'own faction' setting but i kept getting the same planet and the system i am are claimed by another faction called dassault. I kept getting water world and the system are full of good modifier but it is claimed by nearby faction who already has 2 established planet. Any idea why it kept spawning me same place despite i even turn on the random starting system?
That's a bug, and we're both working on fixing it. I can't give you an ETA on the next DME update, unfortunately.

44
General Discussion / Re: MesoTroniK Donation Drive
« on: August 31, 2022, 01:22:23 PM »
Yeah, we're getting through a $400 music commission right now, and I have to say, the level of effort he's putting in on top of caretaking to get me the music I paid for is deeply inconsistent with this being a scam.

Traditionally in a scam, you vanish with the money; you don't stick around and deliver absolute bangers, one track after the other.

45
Suggestions / Re: Make a variant of every weapon for all size slots.
« on: August 29, 2022, 07:17:00 PM »
It's pretty trivial to bash vanilla weapons into mega and mini versions of each other, if you're so inclined.

It's a lot of work you're looking at, though, so - better start now. Krita's free and has all the tools you need, just about.

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