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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - Takion Kasukedo

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Modding / Re: [0.9.1a] Star Trek Eras {v0.0.2}
« on: September 10, 2019, 12:44:36 PM »
superjosh, you really, REALLY ought to change the volume of the sounds in this mod, as I had to spontaneously rip my headphones off of my ear a microsecond after hearing them. If you don't want people's hearing to be lost, please turn them down by a lot, until they're level with all of the other gun/craft sounds in the game. Seriously.

The violating weapons in question happen to mostly be the beams. Especially the Romulan Captial's beams. 0.2 - 0.4 is a good mark to aim for in the volume settings.

Modding / Re: [0.9.1a] Star Trek Eras {v0.0.2}
« on: September 09, 2019, 03:20:16 PM »
Essentially, the mod doesn't have it's own folder.

The picture below is what i'm talking about. The one below is how it should look, before clicking on the folder to see contents. (Missing ships as an example)

Attempting to ensure it's as clear as possible, I apologise if I didn't use an image-hosting website.

[attachment deleted by admin]

Modding / Re: [0.9.1a] Star Trek Eras {v0.0.2}
« on: September 09, 2019, 07:39:46 AM »
The files still don't have their own folder so you have to create a new folder every time it seems.

In future releases, can you ensure it has it's own mod folder name?

[Star Trek Eras] is a good example, without the brackets, more or less.

Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: September 07, 2019, 03:37:11 PM »
I put the Bigram series of railguns on weak ships or ships good at harassing/pressure, with mobility options. I don't use it myself, but at least a few fleet members do.

Player guns are more like the Pellet series of guns and the Bull series. The Rods are a gift for inaccurate, but decent sniping with a bit of homing in, mind.

Vengeance Fleets are part of Nexerelin.

Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 01, 2019, 06:35:00 AM »
For sprites those are pretty decent, you can only progress from here.

Of course, i'm not usually one to post relevant criticism, but it's best to take what fits the quota you're looking for and bash it on if you can.

Mods / Re: The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]
« on: August 20, 2019, 03:22:59 AM »
Nicke had confirmed some time ago that he wasn't going to work on getting Crystanite to 9.1a anytime soon, so highly unlikely, as he may be working on other things.

Massive fleet battles usually have the AI camping behind the station, no matter what ships they are using. This means the station is usually the first to be wiped out, which can in turn, be a heavy loss in terms of resources.

It seems that the AI puts a mass "Defend" order, but behind the station, instead of "on" the station. This is frankly, a ridiculous strategy. After all, if you're defending a home planet, wouldn't you want your best ships near the front and actively trying to flank the enemy? That way, the station can still do something and the enemy will be surrounded (for the time being.)

I'll pitch in wit my experience of Sylphon. I almost never buy the Dread Eagle because from my experiences, the Dread Eagle is a very vulnerable cruiser. The Scourge Eagle, less so, thanks to Outcast tech.

It's likely due to steady/aggressive captains going in with a strike/shock trooper-esque build and getting mauled by enemy ships because *warping right in front of them is the best course of action* logic.

The Dread Eagle, is incapable of "soloing entire fleets" unless their captains are either incompetent, poorly outfitted, wielding garbage fleets, or they have small ships. Taking on fleets that can very reliably fight back and have the tech to do so yields very different results, and you don't have to install mods for that either.

Now, issue addressed, Sylphon is unique thanks to nullspace, nulltech and AI core usage of the faction themselves. If my computer was more powerful, i'd play with this, Mikoyan, Blackrock and Shadowyards the whole time as well as other faction mods (such a fragile unit). They have varying ships with different roles revolving around nullspace. The Dread/Scourge Eagle are 1 or 2 examples of this. For a really good example, look at the remnant-esque capital, the Equilibrium and how it wields it's tech. Yes, it's a Nullspace Skimmer, but it doesn't need to warp behind to use it effectively. More so thanks to the hullmods. Seresvalla is a fleet support ship with a varying loadout that can be used to tell Conquests to "cease and desist", or drink the flux and blast enemies with it. It's not a ship that should be left to it's own devices from my experiences, even if it can have loadouts that allow it to.

The only ship I've a definitive problem with is the Gotter-gunner ship, the Finis Astra. A very specific niche is filled with that ship, which is otherwise useless, and that's station-killer duty. Other than that, the faction is solid, and it saddens me that some factors are leading to abandonment. I do hope the faction still gets maintained in the future, but it seems that all that's needed is some time off of working on Sylphon, no matter how long.

Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« on: August 08, 2019, 03:09:11 AM »
To obtain the Unsung.

You need to get a Co-Operative rating with the Neutrino Corporation, get a commission, and they will point you to a location in a system with a factory/relic.

Suggestions / Mouse Cursor To Crosshair In Battle
« on: August 05, 2019, 09:07:31 AM »
So, I've been watching a few recordings and a few videos and I can't help but notice over the ages that I've played Starsector how out-of-touch it feels when I notice the cursor isn't a crosshair (of course when i'm playing it doesn't occur to me).

So I had an idea. Alas, just an idea, but one that could work for long-term?

When you go into a battle, fleet-wise, while playing the game and controlling the ship yourself, the mouse cursor turns into a crosshair, so it adds to the feel that you are indeed controlling the guns and their direction, with a bit more precision. Likely instead of looking at a mouse cursor's tip, as it feels currently. An option to enable the classic mouse cursor would also be a good thing so people can play with the cursor instead of a crosshair if they don't feel bothered about the cursor being the crosshair.

I never thought about it until a few minutes ago.

prav, are you aware that your Skral bombers, and likely some other bombers too do not get shielded by fighters like Broadswords and Gladii? They may be missing the "bomber" tag if that may be the case, since 9a onwards introduced fighters going first and distracting/deploying means to distract enemy PD.

Mods / Re: [0.9.1a] Interstellar Imperium 2.1.0
« on: July 18, 2019, 10:49:07 AM »
...I don't think I've got words for that.

Earlier today I, as well as someone else, had found out that the Doom's mines, as well as some projectiles (reaper, maybe) have full damage on the edge of the radius of their mines, meaning you could be out of what should be the closest damage radius, but still take full damage from them, as the explosion radius doesn't seem to match the visual radius of the explosion.

A viable solution to this would be to have the explosive damage radius somewhat match the visible explosive radius of the projectile, mines especially.

This would mean the mines do less damage-per-distance from the center of the explosion, also meaning they're less deadly the further from the core you get.

Alas, this would make the mines slightly less viable, since the explosion radius would have been adjusted, but if the Doom, and other minelayers were able to shut down the enemies engines, this would be a dangerous situatio for them.

The spawn radius for the mines shouldn't be changed, as a precaution to this. Changing the spawn radius for the mine to spawn closer to the enemy ship would be disastrous.

If the current fleet is defeated, once, twice or three times in a run, it's over.

The rules set as follows -

You only get a max of 3 - 5 lives, 1 at the start and 1 each when you complete certain conditions, unless stated otherwise.

*Successfully taking a market, up to three in one life.
*Defeating a set number of end-game bounties
*Attaining rare blueprints and successfully gaining colony size 6, with a steady income.
*Attaining 5 capitals
*Reaching Max Level (usually lv-70 for me, I do not do more than 6 - 10 combat skills, as the officers can level up to 27 - 30).


The settings were modified last time so that pirate bounties give even less (about 6k - 12k) less at the start, making it far harder to obtain anything, but around endgame they give a bit more, or a lot more, dependent on actual fleet size.

Pirates/Cabal spawn a lot more, as well as mercenary fleets, so more trouble. Bases spawn more frequently, and less of a waiting time for them (30 days minimum).

Commissions give quite a lot, but not enough for a big fleet to give 120k.

At any point during the playthrough you collect a duplicate, no matter how rare or powerful, you go to the black market and you sell it, doesn't matter where. This ensures the pirates are more powerful than any other faction and threatening during the endgame. This includes Dassault Mikoyan weapons, knowing how powerful they are. It also opens up...interesting possibilities. To this end, i've even given the pirates better starts by ensuring "certain" ships and blueprints are known to the pirates. *Nation, wink wink.*

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