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Messages - MajorTheRed

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1
Version 1.2.5


New versions just for compatibility sake with 0.97. Three news ships that were on the drawing tables for a long time and some adjustements to various ships and weapons. I'm trying to find the right balance between "useful" and "flavourful"

-Three new ships
-Formica and Copernic have been adjusted
-Auspicious got its TPC back
-Cathar got a Individual Fire Control system
-Some balance changes for multiples weapons



Bahamut :
Armored freighter


Pharos :
Frontier waystation


Kuunlan :
Capital mining ship


Not sure what's the future for next version, but I still want to make some arts for the various planets and markets in it.

2
Mods / Re: [0.96a] Stop Gap Measure - Ships for Vanilla - v1.2.4 Balancing
« on: September 19, 2023, 03:17:49 PM »
Any plan to represent Lotop-bomber ? Something like Cobra-style, single craft wing, slow and shielded, with quarter-ranged Lotop variant.

Would be a bit over the top considering how the Lotop is already amazing but yeah why might take a look at it!

Is this mod compatible with other ship mods? I desperately wanted more support ship varieties and i'd love a carrier apogee haha. I'm running the ships and weapons mod.

It should be. I have nothing of a programer so everything is really basic and don't involve any major coding. Only potential issues is name conflic for ship and weapons but even then I took care of preventing this kind of problem.

3
Yes they will. If you sell an object or a blueprint and it disappear from the market then it's being used. Made the mistake of selling an Aurora blueprint once, that was a nasty surprise to fight one the next battle against pirates!

I think some peoples on the forum also use this trick to farm ships and fighter LPC instead of building/buying them

4
General Discussion / Re: Best Omega Weapon Platforms?
« on: July 01, 2023, 07:42:36 AM »
Slightly off topic question: I see a lot of topics on Omega and Ordos farming with lots of weapons, gigantic fleets, lots of S-mods which implies Lvl 15 character. So at this stage of the game, what are you using this farming of Core and weapons for? I mean, you got nothing left to beat after that since you already crush regularly most of the opponent. I'm just curious, no judgment involved, I'm just wondering what I'm missing from the game and if I would find it worth it

I wish there was a super rare chance of finding a few of these weapons (on top of the "free" crate in Alpha Site), I neither had the will to play dozens of hours grinding to be able to fight the Doritos

5
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: June 07, 2023, 11:52:50 AM »
I'm in the main quest, found the Hamasu (Venture), but it only had D-mods (3 of them) but no S-Mod. Is it intended? I thought its engines had some modifications and is the best and favourite ship from the lady on Arcadia, which doesn't really fit with the garbage ship I found in-game. Or is it supposed to show the effect of radiation on the ship?

6
Any news on the next version?

New Version! v1.2.4


Nothing major but just making sure everything seems ok to play under 0.96
-various re-balancing of weapons and ships according to 0.96a
-adjustment ships availability by faction
-added Capital ship availability for continuity

The last item is maybe worth detailing. Currently factions distinguish themselves by tech-level and capital ships. I completely agree with the former but not the later. In a setting where the Hegemony is willing to mount a military operation just to salvage one Onslaught, I don't expect factions nitpicking about what capital they should employ, they would instead use what they got. However, I realized that there is 2 sources of ships and weapons lore-wise: factions already established in the Sector or directly sourced from it when the gates closed (PL, TT) and those coming after (Hegemony and the Sindrian Diktat), which would explain some "compatibility" between them. Example: Conquest and Champion are associated to PL (so pre-gate collapse) so you would not expect it to be seen in the Hegemony fleet even if they are of a "compatible" tech-level. On the over side, the Sindrian Diktat is an offspring of the Hegemony and so would share some capital as long as they are reasonably compatible with the doctrine. As such: the Hegemony can field Pegasus ships sometime and the Sindrian Diktat has some Onslaught in its Navy (but not the Lion's Guard).

TL;DR : each factions deploy more type of capital as long as they fit with their Tech Level and their doctrine:
-Hegemony has a Elite Retribution variant and Pegasus
-Tri-Tachyon might deploy Conquest
-Sindrian Navy has a few Elite Onslaught

7
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: June 02, 2023, 08:34:29 AM »
I love how the game feel less and less like a sandbox and more like a living setting to which your character belong. I'm in the middle of a new run, re-playing the main quest (already finished a few side quests). A twist of luck really made for a great experience in my current situation in the main quest:
Gargoyle needed to be evacuated from the Tri-Tach station after the heist because the Hegemony is unhappy. Well, it happened both the Task force and the S-mod fleets jumped in on the Station in-system. I was thinking about fleeing, but a second after, Hegemony and Tri-Tachyon started a war. So I was able to defeat each fleet thanks to the help of the Tri-Tachyon station! In the end the local market was refusing any interaction with my fleet because of all the mess around. That was at the level of a good episode of Babylon 5, I could really picture Tri-Tachyon trying to legally block the inspection from the Hegemony, with the task force answering something like "well, like it or not we are coming", and Tri-Tachyon replying "So be it", then the war started...

8
General Discussion / Re: Storyline Feedback Thread [SPOILERS]
« on: June 02, 2023, 08:00:44 AM »
The Luddic Shrines quest was really immersive, showing the multiple faces of Luddic Faith and its evolution through time. Also a great reminder of how spread out the Luddic community is through the Sector

9
Thank you Zr0Potential, really appreciate the feedback!

I started updating the mod, but cant playtest it right now. I agree with you on many points:
1a) I'm not fan the Apogee is already a great warship, it's supposed to be an exploration cruiser, a bit like the Venture... Anyway I want to keep the Auspicious but distinguish it. I was thinking about adding a semi-useful mod like Nav or ECM (to represent converted survey equipment). I'm thinking about either replacing the front large mount by 2 medium energy mounts or a Missile/Energy hybrid. I want to keep the idea of a mixed cruiser/carrier
1b) thanks for noticing
1c) Era and Era(Lc) would probably be revised according to the new autoforge system. To be honest those ships where more interesting when the Assault and Escort Packages existed
1d) thanks for noticing
1e) I might be considering a Filum drone bay fitting with it.

2: a,b,c and f) relate to something i don't like in recent edition Starsector: every faction is a military superpower unable to enforce a no-military public sales. I agree many weapons are bloating the market but that's the intent, I wanted to convey the idea most factions have to deal with second-grade weapons. Actually next version I would like to incorporate less higher-tier weapons availability to promote players using what they can find.
a) to d) agree they need some changes" I started working on that. David might either get an increase in speed or in damage, while keeping the poor tracking.

3a) interesting, I usually don't play a run long enough so that it happens, I was hopping the Heavy Battery would help. I could either increase Lepia pop or decrease population of Bythinia
b) thanks for noticing!
c)So the initial idea is that Utic is a planet big enough to not be bothered by other factions but too small to start it's own empire. I can give a try to your changes, seems good enough to not impact gameplay without removing the feeling of the place.

Art is in the pipes, got some inspirations for a few planets
I don't mind having detailed feedback about description typos, I'm doing my best but doing its best is not always enough.

10
Small announcement for people playing with this mod:

I just realized the 0.96version was released. It will be a good opportunity to do some weapon and ship balancing. Unfortunately I'm away for a few weeks and will not be able to update the mod until early June.

So, if people have any suggestions/comments about some weapons not balanced enough, ships that feel "wrong", duplication of ships vs the new release etc... please feel free to type it down this topic, it will help me move faster toward a new updated version of SGM and will be greatly appreciated!

11
Mods / Re: [0.95.1a] Stop Gap Measure - Ships for Vanilla - v1.2.3 QoL
« on: April 17, 2023, 01:32:32 PM »
Also if I might suggest:
1. Any plans for weapons balancing? Cause some (like the Hive) is seriously underpowered I made my own tweaks for it to be at least worth 2 swarmers in 1 slot (again, for personal use only)
2. A little heads up again, with the upcoming Pilum LRM Catapult, the Scorpius might be overshadowed/overlap with it so might want to tweak it to be more unique or remove it
3. Any plans for adding more illustrations? (maybe using AI? The drawn ones sure have soul though)

Weapon balance is the main focus of next release, especially considering the new missile weaponry for the PL. Appreciate the details about what should be fixed as it helps me keep track of things.
What a nice surprise to wake up to and ty for the mention, always to glad to help. I do have two QOL suggestions: First being that the with the renaming of the Apex, the update is not save game compatible and a little mention of that would be helpful to players. Second is since you do not have a version checker file and the update is not posted on the unofficial discord, I missed the 1.2.2 update entirely and almost missed this one.

I think your work is worth making sure people know about it and just trying to be a helpful mammal.

Wooops, my bad :(
Version Checker was integrated a few years (!) before but probably got scrapped when I downgraded SGM to be easier to mod. I will add it for next update.

Thanks for update! Greatest mod, i perform Lotop's volleys since discover it two years ago :)
It is any chance to get reworked/overhauled Herder ? He just resprited Drover for now, umm, planned some development for it ? Cant suggest, my vision of balance isn't competent, but there is no adequate support destro-carriers with pare hangars and large missile mount among tens of mods. Also we get large Pilum catapult soon...

No exactely sure what you mean by reworking the Herder. The Herder will always be a copy-past of the Drover. It's just, I find the visual design of the Drover uninteresting at best

Awesome, thank you for the update!
E: Was the system spawning in random sector fixed? o.O

No unfortunately. The truth is I don't have the skills to implement that. If any one wants to add the necessary file for it I will gladly integrate it and give credit for it but I can't do it myself.

12
Mods / Re: [0.95.1a] Stop Gap Measure - Ships for Vanilla - v1.2.3 QoL
« on: April 12, 2023, 03:20:59 PM »

So, this version is mostly about tidying a few things here and there. It's more a QoL version using the various feedback from people on this topic:
-Added Rugged Construction built-in mod to Porphyros
-Validated spawning of various ships
-(Re)Added the Babel
-Apex renamed to Auspicious
-Tantive has been removed
-Automated ships should now be salvageable with proper skill
-Mining values for Nexelerin

Most notorious change is the comaback of the civil version of the Mora. Also a big thank you for Dazs for adding mining value compatible with Nexelerin. With his blessing this is now fully integrated into SGM.

About the future:

Now, to be perfectly honest, without the people posting on SGM topic, 1.2.2 will not have been released so "soon" (and that's saying a lot). I started playing Starsector TEN years ago. Depending on how you envision life, it's a testament of how long it take to create a game alone, how "tedious" it might be to wait for any new release, but also how great is the game considering that with hundreds of hours of game the 10 USD it costed me 10 years ago was a great investment. Now, considering the points above, I'm growing tired of the game, which is fineI think. I'm was also more found of the post-apoc setting of the previous versions but the game is more and more "vanilla sci-fi" with every new release. I will make sure my mod is up to date until Starsector 1.0, but then we will see. Maybe it will fall into oblivion, maybe I will find a care-taker on this forum.
On the bright side, I'm planning another version of the mod once Alex release 0.96a. It will bring 3 more ships to the game (2 capitals + 1 cruiser). There will also be a significant effort to update ships variants according to their parent factions. The incoming "missile-update" will change a lot things. Maybe I will even create new weapons. So far I'm glad than no ship from SGM will become obsolete from the next "Capital ship" update.

13
Nice post, the zombie Derelict fleet is a very interesting concept but need a proper built character to leverage the most of it! Never did it myself cause you need to invest a lot of time in it.

Outside the Squall spam, I have found the Rampart has its own quality: an Agressive AI, Burn Drive and with the proper skills select for a Gamma Core it has a ridiculous amount of health. I found them especially great to assault Space station and anything the size of a cruiser or bigger.

14
Modding / Re: ChatGPT understands StarSector's API
« on: March 29, 2023, 06:02:28 AM »
Funnily enough, on the other end of the modding spectrum where people like me don't understand coding and do mostly tinkering, I would not be able to enter the instructions as you did in ChatGPT!

15
A little heads up you might want to look for a replacement name for the Apex since it'll be used for a new [REDACTED] ship according to the last blog post

Thanks for the heads up I'm definitely bad noticing these names conflicts.

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