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Messages - ChrisH

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1
Modding / Re: A different way of looking at mods?
« on: December 19, 2015, 08:36:50 PM »
Do the creators realize that by freeing those aspects up, they allow for a whole new world of opportunity to arise?

The stuff the OP is asking about is all specifically set up to be easy to mod.

Yeah I could imagine that these kind of features were things "you were gonna need anyway" so it's good to know that it's been taken care of.

Unfortunately, I would have to learn everything from scratch, including how to overwrite the economy, so I'll be a fly on the wall in the modding community over the next few weeks.
It's rare to find games that have more than 40 hours of singleplayer gameplay, but I believe that with an active modding community and these features, you have the potential to make thousands of hours of different singleplayer campaigns.

Each mod is a campaign - That's my overall idea.
Right now, each mod is a faction. That focus is wrong in my honest opinion. A mod can be much more than a bunch of cool ships you've made yourself.



2
Modding / Re: A different way of looking at mods?
« on: December 19, 2015, 07:48:20 PM »
2) Is it reasonable to do? Unfortunately, no... for most part the campaign is still heavily WIP, until recently the only relevant part of the game was the combat missions on the main menu, and modding the campaign suck, most of it is hardcoded and obfuscated.

Do the creators realize that by freeing those aspects up, they allow for a whole new world of opportunity to arise?

3
Modding / A different way of looking at mods?
« on: December 19, 2015, 12:50:04 PM »
My fellow Admirals

I've quite fallen in love with playing the mod called "Starsector +". It has made the game get a sense of purpose of that "Perfect mod balance"

Now, I have only tried modding XCOM Long War to my own specifications in the past, but I feel that the modding availability in Starsector, may actually be much greater than that of the Long War.

I'm a great space fan. I think i've binge watched Stargate and various other space and sci-fi related shows about 10 times over. All those hours in Cryo getting from one galaxy to another. It's good that Earth has such a talented actor-genepool.

Now, the problem that Starsector has, is that it is an early stage game. The Outposts mechanic is something I look forward to, but I think that the modder community can do a lot if we can introduce some new functions.
Please be aware through reading this, that I have about 0 modding experience with Starsector - These things may already be possible

What i'm looking for is being able to mod the following parts into the game.

  • Quests that are activated at a certain planet, quests can have game mechanic variables as a requirement (Skill, Date and or time, ship, money, previous quest completion, X number of credits obtained from bounties etc.)
  • Availability to set certain requirements for quests. (Time in days to complete, fleet commanders to destroy, goods or ships to deliver to planets , etc.)
  • I need a function to create a point in space that has a dialogue, and the function to spawn quests given certain parameters at this point in space - Much like the solar panel things many planets have, just with a dialogue and as many functions as possible.

Take a walk in my web of thoughts

Come closer little spider....

I want to create a mod, that is like a DLC, or whatever you may want to call it.

Each mod may include several factions, unique ships or whatever.
Each mod is designed to be played like a questline, a mission, a gamepack or whatever.
This allows me, The Puppet Master to think up crazy scenarios, quest lines, characters and stories to enlighten this community with.

Each mod also has a win-condition, allowing me to challenge the community to become better admirals, using their skills in battle, as well as in dealing with corporate manipulation and otherworldly beings.

So, let's get a talk going. Which of these things can already be done, and which of them would we need to kindly ask the Creator for in our nightly prayers?


WHAT SAY YOU?

4
Mods / Re: [0.7.1a] Starsector+ 3.0.0
« on: December 19, 2015, 09:33:01 AM »
I have 95/100 rep at Try Tachyon.... So what else must I do to buy a Paragon battleship? The biggest ship I have seen was a a Battlecruiser. Its hardpoints suck badly tho so I chose in the end to skip it and wait for a Paragon.

Save before entering the star system after not having visited the port for 30 days.
Visit market
IF = Your ship is not there > Then > Load save -> IF = Your ship is there = Success

5
Mods / Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« on: December 07, 2015, 10:26:53 AM »
This is my first time ever trying out Starsector +

Does anyone have any suggestions as to interesting early game fleet combos ect. ?

6
Your tariffs are only 20%? Thought it was 30% or do you get discounts with high rep?

When I started that playthrough there was a Hegemony and Independant bounty in the same system, so I farmed scouts with 2 wolfs for the first month. Got me near friendly with both factions

7
No.  I would not even bring liners along until I am ready to sell crew.

Would you care to expand on this "leadership" tactic that you're mentioning? - I figured that for the people who started in 0.7 this may be a little cryptic, so for myself and all the other dudes reading along, a few lines would be much appreciated! :)

8
Leadership in 0.7/0.7.1 is a money-maker skill set.  Advance Tactics at 5+ lets you buy ships (or more accurately, marines that seize new ships from an enemy) at up a 50% discount (because you need less marines to board ships).  Command Experience 10 generates twice as many Elites, giving you surplus to sell at times (Elite is worth about eight times as much as Green crew), and Fleet Logistics lets you ships eat a little less (minor).

Without Leadership, I do not have enough excess Elite crew to sell more than once or twice per game.

If I built for Leadership, I would pack some liners full of Elites and cash them in.

So does crew transport ships HAVE to be deployed in the battle for the crew to recieve experience? I've just bought a starliner and packed it with greens and gave it a timid officer so it stays the *** away from the action.. Any thoughts?

9
General Discussion / Re: Commission ?
« on: December 06, 2015, 05:31:34 AM »
If pirates should ever hand out something like a commission, it should be called differently. Something like "sworn in on the pirate codex" :) 

"The Code"

"They're not as much rules as they are guidelines" - Captain Barbosa

11
Suggestions / Interface scaling
« on: December 06, 2015, 03:42:30 AM »
I have extremely poor vision. I would love an option to resize the HUD/Interface in the universe map and in menus like the intel tap - Not so important for actual battle but it would certainly be a quality of life addition to the main game for us moles out here

12
'Ello fellas.

So, I've noticed that the price gaps from Green crew members up to just the veteran level is a doubling of your investment (If you can deal with having 60% ish CR)
In order to confirm my theory, I need to know if anyone has any details on the way that crew members level up? (Mathematical formulas are welcome)
If it's based on deployment into battle, wouldn't getting a couple of crew style ships and fighting off a few pirates be sufficient to level 100s of crew members per fight?



Here's the free money making method (About 2-5 times ROI)
- It's quite good for the new guy starting out in 0.71

Any "Barren" class world, usually has 30x Marines for about 700 Credits a pop on the black market.





Starting out, going straight to Asharu and buying 30 marines will double or triple your starting capital in the first 2 days - Enjoy
- Extra note - Whenever you visit these worlds and buy marines, always check the prices of Supplies and Fuel while you're there. I often find supplies for less than 100c a pop which in .71 is quite fantastic savings

13
Mods / Re: [0.7a] Fleaden New Regime v1.0.7
« on: December 01, 2015, 05:55:42 PM »
Mod still causes crashed when used in combination with the various updated 0.7a mods mate. The economy is also still off balance (Organs at 20 credits each?)

14
Mods / Re: [0.7a] The Flu-X Mod Version 0.56
« on: November 29, 2015, 03:16:39 PM »
Dont think he knew how to fix it sadly

15
Mods / Re: [0.7a] The Flu-X Mod Version 0.5
« on: November 29, 2015, 09:31:52 AM »
This mod causes my game to randomly crash unexpectedly, happens about 10 mins into the game when I leave a space station sadly. Great ideas though, I like how these type of ships are much like the Wraith ships from Stargate Atlantis
Thanks for the report, what mods did you enable?  could you also past the starsector.log here so i can try to figure out the issue.

I'm doing the trial by error to asses all the new 0.7 mods at once :)

So far it seems that it was not your mod causing the crash error

Edit: It was the Fleaden mod, when you encounter an Olympus ship during a battle it crashes afterwards untill 0.71

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