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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 - Gwyvern

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211
Suggestions / Re: assessing fighters
« on: June 15, 2019, 05:31:59 PM »
I wonder if it might be worth including the damage type icons on the infocard for each fighter?
Spoiler
The top-right corner seems to be fairly consistantly empty
[close]
It wouldn't help with what each weapon does exactly, but it would be an easy way to give a general impression of what the fighter is supposed to be used for. Maybe.

not a bad idea, actually.

212
Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: May 29, 2019, 05:30:57 AM »
4000 armor ;-; you have my power axe.

You can stop nursing that semi. Imperial armor package is a good hullmod but it also *lowers* the actual effectiveness of each individual armor point. Mainly by lowering the maximum damage reduction value.

So...yeah, your dreams of fluxless invincibility might be a tad premature.

Your dreams of chunkiness however, are here to stay.

213
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
« on: May 19, 2019, 02:14:26 PM »
What is the Exodus Initiative? I can't find it on page 1, or page 8... sorry if this is a silly question but I've never heard of it before or seen it in game? is it an alternate name for arkgneisis?

You are right, that is a silly question, but I believe in answering questions regardless of their sillyness.



Exodus Initiative has been the name for the "Tech Level" of every Ship, Wing, and Weapon in this mod since v1.0, barring the Champion and associated armaments.

214
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
« on: May 19, 2019, 05:01:36 AM »
Except that I can do better, and did do better, and now the old one looks awful compared to the new one, and keeping both would only serve to create jarring visual inconsistency within the mod.

215
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
« on: May 18, 2019, 06:38:18 PM »
Instead of completely scrapping the old Allistair, just make it a different ship or modification. Have two battlecruisers.
This^ Please!

In short:

No

In long:

Noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooo

216
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
« on: May 17, 2019, 04:41:10 PM »
LEGACY OF ARKGNEISIS v1.4.1 IS OUT

This update primiarly brings the game to current with Starsector v0.9.1a

- The base prices of ships has been adjusted to be more in line with new vanilla values.
- The refit time of the Earl strike fighter has been raised to put it back in line with the update vanilla bombers.

Additionally...

- The AI for the Phase Dive system used by the Champion class cruiser has been replaced with a custom script, it isn't perfect yet, but should now refrain from jumping into phase at every opportunity, making the ship far more deadly in AI hands.
- All ARS markets have had their industries and structures re-evaluated, redundant entries have been removed, and each station should reflect its intended scale and purpose better now. As a side effect, Exodus Initiative ships now more regularly appear on the black market for all stations.
- The values governing the rarity of Exodus Initiative blueprints have been adjusted so that said blueprints will be more common from now on.
- The Icon for the Spatial Lensing hullmod has been improved.
- The Electrostatic Autocannon has been given some moderate EMP damage. Its nowhere near the levels of dedicated EMP weapons, but it should make the weapon more appealing to use than before.
- The Warpshot Repeater has had its ballistic characteristics modified a bit, it can now more reliably hit missiles on perpendicular trajectories, like salamanders, though keep in mind it is still a 3 OP weapon, it's not going to delete swarms of sallies on its own.

I have no idea what this update will do to saves. I would err on the side of caution, due to the market industry changes.

Just to let you all know.
The majority of my time is still being spent creating sprites for DR's Interstellar Imperium, but just to show you that I still have plans for this mod...lots of plans realy, here's a small teaser for the upcoming sprite rework, featuring the re-designed Victoria class destroyer, and the re-designed Alistair class battlecruiser.



It is likely that neither are these are totally final, as I have received some decent feedback which I have yet to experiment with, but together they should give you an idea of where the ARS is heading in terms of aesthetics.

217
Discussions / Re: Selling two GTX 970s, looking for buyers.
« on: April 30, 2019, 05:46:02 PM »
UPDATE

One of the cards has been sold, only the ASUS card is left.

218
Suggestions / Re: A Few Suggestions to Polish the Combat Experience
« on: April 26, 2019, 04:57:48 AM »
A per-variant setting for default "turn to cursor" behavior.
The toggle hotkey suggestion is made so often for a reason. The vast majority of ships only work well with one of the two settings. It shouldn't be necessary to edit game settings every time we switch between the two. A variant setting might not be the best solution, but I think the problem should be addressed somehow.

This, for real, I find the hold button behavior of the current setup entirely worthless, as my fingers cramp up when trying to do awkward positions when I am holding the shift key, meaning that if I had to temporarily change modes, I will be doing basically nothing else.

Even if we don't get a toggle option, you really should not have to go into the menu to jump from a hardpoint heavy ship to a turret heavy ship.

219
Suggestions / Intel missions could use some tweaking.
« on: April 25, 2019, 05:34:53 PM »
For those of us who like to venture out into the frontier, bounty and scan missions can be a great help, but I think the campaign balance of them is a bit off.

Bounties pay out pretty generously, but it seems like low level bounties disappear very fast in a campaign. I've had runs where I've done 4 or 5 of them and then afterwards every single available bounty has at least one cruiser and a large fleet, and capital ships become ubiquitous. This sort of sudden and massive jump in bounty difficulty makes it problematic if you wanted combat to be your primary means of income, as system bounties are more difficult to take advantage of, compared to the payout, as once you start seeing cruiser fleets in the bounty lists, frigate fleets become quite rare, and I don't see many destroyer fleets at any point in a campaign. I know I'm not the best player, but I have never been in a position to tackle these higher level bounties by the time they completely take over the bounty boards.

All this would only be a moderate issue, except that scan missions exist.

Scan missions pay out the ass, more than low level bounties, and are laughably easy to complete. I can rake in hundreds of thousands of credits easily, flying a "fleet" that consists only of a single Shepherd. Increasing the size of the fleet increases the rewards too, as you have more cargo to loot the scan target, the surrounding space, and bring supplies for surveys.

I do enjoy scan missions, but I enjoy combat more, and financially speaking, bounties come with significant risk compared to scan missions, factoring in repairs, recovery supplies, loss of crew, and potential loss of ships. Compare to your typical scan mission, which only incurs monthly maintenance costs, and maybe the occasional repair cost from hitting a hyperspace storm, costs that bounty missions *also* must incur.

For an optimal experience, it would be nice if combat was something I could do frequently early game because It is an effective way to advance, not simply as a side gig because I enjoy it.

220
Mods / Re: [0.8.1a] The Knights Templar 0.9.8f
« on: April 17, 2019, 01:59:38 PM »
It is going to be a long time, DR has many mods under his belt and he has stated that KT will be the very last one to get updated.

221
Mods / Re: [0.9a] Legacy of Arkgneisis 1.4.0 [03/16/19]
« on: April 09, 2019, 07:47:44 PM »
LEGACY OF ARKGNEISIS v1.4.0 IS OUT

This is a somewhat small but content related update.

Chief among the changes is a new mission.

Other changes include a few minor balance tweaks to the Sherman and Walsh class frigates, and further adjustment to the firing cycle of the monogram series of weapons.

I am not sure if this update is save safe, so be safe and assume it will break yours.


222
Modding / Re: Best Practices and Common Pitfalls
« on: April 08, 2019, 08:37:49 PM »
  • Can be added to pre-existing games
  • Can be removed from games without leaving behind a bunch of bloat

These two in particular are going to heavily limit your scope to be honest.

223
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: April 02, 2019, 05:54:27 PM »
Quote
yep....huge senseless nerf...

Ill just insert my own code again.....Alex was too nerf happy this update so ill fix it myself.

Here, I'll save you some trouble and recommend a different game that might be better suited to your tastes.

224
Discussions / Re: Selling two GTX 970s, looking for buyers.
« on: March 25, 2019, 08:38:07 PM »
No, One was my own personal card (the smaller, EVGA card) that I used for gaming and work over a span of about 3 years.

The Asus card I picked up from a friend, thinking I might use it in tandem with the one I already had, but It didn't pan out. I can confirm that it functions but I never stress tested it, but as far as I know, it was used for very much the same purpose, and for roughly the same span of time, give or take about 6 months.

Im getting rid of them because with the recent 1660 announcement being a bit of a letdown, I expected 1070 prices to skyrocket and figured now would be the time to get one. Not entirely sure that happened...but here we are.

225
Suggestions / add PD_BEAM_MOD
« on: March 24, 2019, 03:26:09 AM »
I don't know if this qualifies as an API request, given that I don't know what an API is, so I'm making this its own thread.

But basically I want to apply OP modifications to Beam weapons using a hullmod, but I do not want PD beams to be affected. There are ways to do this for PD weapons, and there are ways to do this for beams, but there is no way to do this for PD beams without affecting either all PD weapons, or all beams.

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