Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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 - Bastion.Systems

Pages: [1] 2 3 ... 27
1
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: March 08, 2024, 12:36:58 PM »
Causes momentary weird black flickering of UI elements after switching windows. Seems like the fade animation plays multiple times in a row.

Game is latest version, fully stock.

2
Does not work with 0.96 if anyone is curious.

Code
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError: illustratedEntities.dialogue.panel.NoFrameCustomPanelPlugin.buttonPressed(Ljava/lang/Object;)V 
java.lang.AbstractMethodError: illustratedEntities.dialogue.panel.NoFrameCustomPanelPlugin.buttonPressed(Ljava/lang/Object;)V

When pressing the change image button.

3
Mods / Re: [0.95.1a] QoL Pack 1.1.0
« on: May 31, 2023, 04:28:28 AM »
The auto shield function is a must have for any ship with a phase skimmer. Hope this gets updated!

4
Excellent update, the tactical expansion is really intriguing.

5
Anyone tried this with 0.96? I assume the newly added planet art might get overwritten?

6
Modding / Re: [0.96a] ez's Additional Character Names
« on: May 25, 2023, 01:42:08 AM »
Cool mod, I must say the names you have chosen are pretty fitting.

7
Modding / Re: [0.9.51a-RC6] Starsector Portr-Ai-t Pack and Ai Model
« on: May 16, 2023, 04:47:20 AM »
Some of these are pretty good, thanks!

8
I must say that while I very much like the idea of fuel being more of a factor and the idea that expeditions should need a specialized fleet setup.
For me the mechanic in this mod feels rather over-engineered and confusing.

I would remove the on/off toggle, the data resource, burning fuel to trigger it, the distinction between civilian/military ships and the scanning stuff and just have the event counter reset when getting near a core system relay.

Lore-wise I think it would also make more sense to say that it's needed for fleets to grab fresh hyperspace 4D coordinate maps to maintain hyperspace fold-pathing efficiency, over the super long explanation right now.




9
Reminds me of an old mobile game Star Traders, there it was pretty risky to to travel to a system (spending all your water-fuel) to then find out that the House controlling the local planets has gone to war against yours making you sacrifice your crew and morale to scrounge enough resources in the wilds to make a run back to friendly space.

10
Mods / Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« on: March 27, 2023, 06:45:53 AM »
Awesome! Did you update the planet cloud textures?

11
Modding / Re: [0.9.51a-RC6] Portrait Faction Expanded
« on: February 02, 2023, 01:59:21 AM »
I think these could do with a little photoshop smart sharpen, in my experience Severian Void's model makes the portraits a little more blurry than base game artstyle.

12
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 02, 2023, 01:08:47 AM »
Suggestion: with the faction flavor focus of this patch, please consider making Thule system a little more interesting.
It's the largest Persean League military market so the league commissioned player will have to visit it often for military hardware, but it just does not feel like a capital system.
There is no ancillary league market there like in all the other capital systems, so there is very little in-system transit.
I think it's also a combination of Kazeron texture not giving the feel of a size 7 market, the dark background, asteroid fields and white star giving it an even starker and emptier look.

13
Modding / Re: [0.9.51a-RC6] Starsector Portr-Ai-t Pack and Ai Model
« on: November 06, 2022, 08:43:11 AM »
Here is my first try with the 2.0 version of your hypernet using a portrait of Alexander II as the img2img base, I painted the background of the original image black in photoshop:
Spoiler
[close]
Generated 100 images, about 40 were good enough (a very high percentage!), did some minor fix up and then batched em' through photoshop auto resize and smart sharpen on 50%.
Second row, fourth one is my favorite, such sad melancholic look. Some really look like gruff Russian naval officers, I really appreciate the fabulous mustaches.
The img2img generation probably needs some keywords to improve the intensity of the lighting, it did generate all pictures with a perfect black background, so might be a good way to save time.
The coat is a little overly greebly, maybe my image size is set too high?
Here are the settings:
Spoiler
Russian officer with a mustache wearing a peaked cap, black background, starsectorportrait, sabattier effect
Steps: 40, Sampler: DPM2 a, CFG scale: 7, Size: 704x704, Denoising strength: 0.75, Mask blur: 4
[close]

I first tried your sample prompt from readme and I think your current version might be tad over trained as it really did not want to give me a balaclava.

14
Mods / Re: [0.95.1a-RC6] More Planetary Conditions 2.0.0 - SEMI-RELEASE
« on: November 05, 2022, 03:00:19 PM »
Very unique concept.

The planetary satellites should probably be scaled down in size as right now these kinda almost look like a ring world. 

15
Modding / Re: [0.9.51a-RC6] Starsector Portr-Ai-t Pack and Ai Model
« on: November 05, 2022, 02:35:24 PM »
I think these could do with some sharpening, I put these through Photoshop 250% strength smart sharpen and it really made these look much closer to base game style.
There are a few with scuffed eyes, asymmetrical floaty headpieces and strange visor reflections. Few, if you look closely, are just cursed variations of vanilla faces. You could easily throw out 40% of the pack, do some minor manual edits and up the quality by a lot.
I'll try and mess around with the model myself, as the overall quality is very impressive, there are some really inspired portraits in the set.

Pages: [1] 2 3 ... 27