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 - MajorTheRed

Pages: 1 [2] 3 4 ... 20
16
•   To Sarissofoi, for refusing to play anything without a description
I understand you tried to remove this frigate in a previous version.
Regardless, the lack of descriptions are annoying here, at fighter weapons and maybe elsewhere (my playtime with your mode is about 5 minutes).

Thanks for the notice. I will take a look at that for the next version. It has been a while since I last checked the whole stuff for descriptions.

why did Apex lose its TPC for large energy mount? i kinda liked how it filled a niche in the modiverse of a TPC on something that isnt strictly lowtech.

Tbh, I do love the idea too. However I think it would make more sense that it's integrated in a more "salvaged-looking" ship than the Apex (which would require strong manufacturing and technological capability).

Just as a side note, I have around 4 new ships coming in out of the scratchbuilding workshop. I've been a bit unsettled by the last blog from Alex, as the game seems to be taking a direction away from the "crumbling industrial/technological" setting inspired from Battletech. I might want to reconsider the way I develop the mod to insist on this ramshackle aspect of the game I enjoyed in older versions.

17
Mods / Re: [0.95.1a] Stop Gap Measure - Ships for Vanilla - More ships!
« on: February 04, 2022, 11:47:19 AM »
Thanks for the hard work! Really love this mod to add variety to the ships I can use and face off against in enemy fleets.
[...]
Also also, personally not a fan of the Pirate Charon since I think it's kind of far too "high quality?" for the Pirates imo.  :D
Thanks, that's the intent. Actually I realized in my current run that know fleets from various factions looks very dissimilar and I'm very pleased by that.
I agree with the Charon, it's a bit of a miss for both Vanilla and Pirate version. I'm planning to replace the Charon (P) by the makeshift battlecarrier of some sort.

Quote
The new Foundation looks very nice but personally I also like the Old Converted Mora Foundation, if I might suggest maybe you could make separate ships with the Old Foundation being Low Tech Demilitarized Salvage Ship and the New Foundation being High Tech Salvage/Exploration Ship (it looks like it'd be a very good fit in a Long Range Explorator/Salvage fleet) just and idea.
and
Will it be possible to actually make the Era be able to produce ships in space?

Kind of the same answer to both: problem is that right now ships in Starsector are very "combat-oriented" and lack interesting abilities for industrial ship. Adding drones to the Era for example would make sense "lore wise" because of its construction capability but would make it too similar to the High Tech Foundation. Same reason for removing the original salvage Mora, it was too similar gameplay-wise. But if new hull mods or systems are added they might come back and/or be changed to suit that perspective.

Is it possible to add a toggle for the systems added by the Mod? Utic and Byzos still spawn when using nex random sector and it plays hell with the random colonies. More often than not they'll be colonized by two factions at the same time. Otherwise, excited for the update and thanks for the mod. It's a must have. I even went so far as to manually update a while back just so I could use it before you released an official one.

I asked the question on Nexelerin about that. The final answer will depend of the complexity of implementing it vs my modding skills.

18
Mods / Re: [0.95.1a] Nexerelin v0.10.4b "Dissonance" (hotfix 2022-01-30)
« on: February 04, 2022, 11:37:38 AM »
Someone asked on Stop Gap Measure topic about removing spawning of Star systems added by the mod. I'm not playing Nexelerin myself (too weak laptop) but if you have any idea how to add a toggle option for spawning of star system to my mod (so it better blends in Nexelerin) I will be pleased to add it (as long as it's not over-complicated). Here is the detail someone post about it:

Quote
Is it possible to add a toggle for the systems added by the Mod? Utic and Byzos still spawn when using nex random sector and it plays hell with the random colonies. More often than not they'll be colonized by two factions at the same time.

19

Here is the 0.95.1a version of SGM!
A few new ships:
Spoiler

Maringuin kinetic support bomber


Charon (P) pirate carrier


Rosatom Combat auxiliary frigate

   
Formica Assault drone carrier and its suspicious-looking wings
[close]

And modernized sprites:
Spoiler

Traverse Civilian freighter

   
Foundation Salvage cruiser and its helping hands


Huntsman Luddic Church and Hegemony Support gunship (upgraded sprite)
[close]

And a bunch of usual balance changes in weapons and ships making use of new systems and hull mods. The Merx and Salvage corvette has been retired.

Thank you to Kiddin Me and PreConceptor for helping to fix spelling issues.

20
There is no end to this game. This is a sandbox game, you stop when you achieved your own personal objectives or got bored.

For what you discovered, as the text explain it, you found a bulkcryopod storage intended for colonization. Any colony you have (or will build) in the 10 light-year of the system will be able to build a special facility to awaken and incorporate cry-sleepers. Game-wise it means that should you buy it and supply it with the necessary resources (organics), the colonies will receive a boost to population growth.

21
Suggestions / A few ideas for Pirate oriented play
« on: January 22, 2022, 02:06:39 PM »
So I did a run trying to befriend pirates.
It worked surprisingly nicely, with more trade involved than in most other runs. However, I noticed a few details which stain part of the experiences with some suggestions to fix it:
-part of the fun is doing things in the shadows without transponder. However, the way it works now prevent helping pirates fleet without unmasking itself. Pirate fleets ask you to activate your transponder to fight alongside them which don't really make senses as they don't require it between themselves. A way to fix it would be:
   -1) pirates stop asking that and recognize you by low range IR communication (or whatever way you want)
   -2)have some kind of token of recognition/commission that you transmit to pirate fleets.
-fighting between commerce fleets around your colonies. This is not a problem specific to pirate but is still worse in their cases. It's like Fedex and UPS fighting at your front door, so that at the end you don't get any package... So what about a "no-fire zone" around your colony? Doesn't need to be large but that would help a bit and prevent fighting in the staging areas of colonies. They can still fight in space between jump point and market if they want.
-Most missions provided by pirates are "go there without being noticed" and some of them are really a pain (trade fleet hunting and heavily patrolled planets) as in the end you need mostly overwhelming firepower to get through escort/patrol fleet which is kind the opposite. Maybe I didn't work enough on it and they already exist, but more combat-oriented missions would be nice:
    1)steal that component, disrupt this industry (I know some of them already exists but the pay doesn't make up for a 300 marines raid on a heavily fortified planet)
    2)attack faction Trade fleet (a big one, and not an independent one)
    3)something more political/crazy aligned. The main quest highlight quite a few interesting aspect of the pirates (Qaras political agenda, Kenta's Den genetic madness, Kaptayn Starworks information brokers). An idea would be an inspired pirate looking for AI cores or other factions blueprint for example).

But overall I'm still having much more fun than expected with pirates.

22
General Discussion / Re: Where is the cruiser tanker?
« on: January 19, 2022, 01:49:45 PM »
Mostly because overlapping ship designs:
-the Prometheus has 3000 fuel cap and the Phaeton has 800 fuel cap. Logistically speaking, I guess a cruiser-sizer tanker would be in a tight spot of little interest.
-actually, there is a weird shift of tanker to a smaller size than their cargo counter part (300 cargo Buffalo vs 300 fuel Dram; same between Colossus and Phaeton). Even their sprite doesn't fit the size (especially the Phaeton).
-a 4th tanker would be boring, unless adding another aspect making it relevant, like an armored tanker, fast tanker, or a gas skimmer, something like that.

23
Modding / Re: Is this too dark for Starsector?
« on: January 11, 2022, 10:49:52 AM »
Doesn't seems out of place to me.
When you pay attention to details of quests (especially the main one), there is a awful lot of dark things happening (not completely out of place to our world as someone mention, but both are compatible):
-Tri-Tachyon employees are designated by numbers, executive level are always preparing for life-threatening betrayal between eachother
-"clean up missions" by whatever factions on out-core black-ops
-the level of madness at Kanta's Den (combined with suggestions of inbreeding)
-life conditions in Hegemony hives
-the creepiness of everything related to AIs
Those are small details but combined together they paint a quite dark setting. Anyway, I'm marveled by the level of dedication of some modders here. Starship lLegends is already quite flesh out, can't imagine how much time it takes to write all this side quests, interaction dialog and storylines.

Personal opinion: as long as it go to the level of 40k ("In the grimdark darkness of the black depth of a dark future, there is only darkness....") and still connect to the audience it's fine.

24
Missions spawn according to the system where you are. So if you are in Westerness, most missions will be PL.
Then, I think it's a random roll, so some of the good systems (with stations, cloud of derelicts) are statistically more susceptible to spawn mission. I also have the feeling that missions will spawn far away from you position (but not sure). For now, those missions are McGuffin and don't influence or change anything to the main faction (although it would be very nice if at some point it will trigger a colonization attempt for example).

25
General Discussion / Re: Efficient fleet to kill pirate/luddic bases?
« on: October 15, 2021, 08:00:21 PM »
I commonly use a balanced fleet against bases:
-A handful of frigate to attract fire, missile and fighters during the first few critical minutes (when you try to get close to the station)
-2-3 destroyers to keep the protecting fleet occupied or to act as late reinforcement
-Mainly heavy cruisers. Some for fluxing the station (Eagle + autocannons) and some others for tanking (dominator)
-carriers for doing the heavy lifting. A cruiser-size carrier (Mora or the midline one) with 3 Piranhas wings is cheap and surprisingly nasty. Another carrier for providing fleet support (guided torpedo bomber, Kopesh + broadsword, etc...) as a multi role unit.
As a flagship, I commonly pilot a Dominator with 3x reapers launchers + Large Kinetic + lots of flak. If possible, I focus on wing modules firsst which are commonly loaded with missiles and drive the allied AI (and me) insane...
Because of the limitation of IA against missiles and fighters, I've never actually tried assaulting a star fortress.

26
here's an idea for a ship

a bunch of Sheperds slapped together to form one big plank with nothing but small ballistic turrets and missile hardpoints

Isn't that called a Venture? More seriously, I would love to do a space mining ship (it's already on paper), but the problem is Vayra. Vayra makes the amazing Vayra's Ship Pack mod which is already loaded with superb mining and industrial ships, and I don't want to duplicate ships similar to him. However I strongly suggest you give a try to his mod :
https://fractalsoftworks.com/forum/index.php?topic=16059

27
@Kiddin Me: good points for Lepia. I did notice it on my last run but didn't had the time to fix it. I think I will just remove one of them, and fix the Toxic world problem.

@Coaxy: interesting problem. I think it doesn't spawn enough but there should still be some of them. I will look at it.

I'm a bit busy at work for the next month but I would like to release a new version early Fall.

28
General Discussion / A (late) feedback post on 0.95a
« on: June 23, 2021, 07:50:16 PM »
Hello Alex,

So it's have been a few weeks I started to play Starsector again after a pause waiting for 0.95 release. Now that I have a few runs I thought it would be good to give some feedback on the most recent version. I will not go onto balancing issue because it's probably the most discussed topic on the forum right now and I'm playing too casually to have a relevant opinion.

The Good
My main comment is how alive the sector feels now in comparison with previous versions. The main quest, the contacts, the quests found in bar, they bring a lot of immersion which was missing before. Talking of secondary quest, I also appreciate the "surprises" that come with it (inspection and patrol fleet, lazy scavenger blockading system, etc...) which provide new enemy to fight (even if you're supposed to be allied to them).
I also really appreciate the new opportunities to gets ships, which was also one of the main downside previously. Ultimately, I have the feeling that there is various way to play the game. It's especially the case when there is several options to complete an objective, and I think story points greatly help from this point of view. I rarely play offensively or combat-oriented run but more exploration-driven kind of runs and it is pleasing to not be penalized for not bringing 3 Legion and 2 Paragon with you each time you are tasked to do something. And finally, the load of artifact and lostech that has been added is more than I was hoping for. I remember commenting a few years back on how this game remind me the Battletech universe, which was a strong inspiration for my mod. Now I realize it's more true than I was expecting, which is awesome IMHO.

The Bad
Well, nothing major. It's more a collection of small downsides, nearly-bugs and other little irritating things. I would especially highlight the fact that the v1.0 is very close now (based on the release), and that some small details which were easily deemed insignificant when the game was considered a WIP (v0.7 for example) will now feel like a lack of polishing as the game is closing in to release. Most are related to AI behavior in the broader sense:
   -Shrike using its manoeuvring ability to ram an enemy station, but failing to use it to easily disengage and retreat
   -Plasma cannon not firing on station at point blank range (even if no other ship is obscuring LoS)
   -Ship bumping in each other when fighting a station because they stick so close to it, even if armed with long range weaponry
   -Large ships failing to comply orders because they are too busy chasing enemy frigates
   -Fleet bumping into the sun outside of combat because they try to circle an object (research station, probe...) or because they need to get to the other side
   -Allied fleet deploying poor choice in combat. For example deploying a Venture and some crappy frigates instead of an Eagle
   -Ship sending torpedo against wing. It seems to only happen to Automated ship with Fearless AI officer, but maybe I'm wrong.

The ugly
The rest is a mix of quality of life, nitpicking and enthusiastic suggestions.

-Record and list location of stations and derelict
-Add some short-term and mid-term relics and artifacts? Right know the Industry related items are very-end-game: you need big fleets to get them, and big, well-developed planets to use them. By the time I reach this stage in the game, it's start to be repetitive and often I start a new game. Maybe adding less-powerful items could flesh out a bit the beginning of the game? For example, something that increase a commodity production by one or two but only as long as population doesn't reach a certain cap? Or a small production core build on light industry allowing to build only frigates and destroyers?
-Incorporate ships with specialist non-combat road in some way (through fleet management). So far there is some ships not really useful combat-wise, but with a strong "character". My best example is the Venture. I just like this ship, its design, its lore. But it's one of the less interesting ship past the 1st cycle of play. A suggestion would be increasing by only a few % an industry income as long as some ships are integrated in your faction fleets: some would increase Mining (Venture), other Techmining (ship with Salvage gantry), or slightly reduce ship building cost (Construction Rig). Just something to make this ships more "alive" or interesting, but without breaking the game?
-The Ability to build space stations. Some mods already implemented this aspect, but since they are so pivotal in the combat and exploration aspect, for me it seems that under special circonstances they could be build. Maybe in specific location. Or maybe by "recovering" derelict ones (in a similar way to recovering ships)?
-Colonization by other factions. That's one of the last thing the major factions can't do and that the player can. Once again it's more about "immersion" than "gameplay". It just feel strange than most of major factions are happy to sit in the crowded central cluster. But we don't want it to happen too often. Instead it should be a great endeavour and maybe pivotal in the story of a game run.
-And the least useful one: the Buffalo MK2 should have a Shield shunt and Militarized subsystems hull mods. This ship is the embodiment of the stat of the sector. I would really like to use it more often, but its not really worth it at the moment...

Anyway, thank you very much, I just love the game (and its special community) more and more. It was worth the wait.

29
Just wanted to thank you for this mod. It was already awesome a year back, but now I really enjoy having a complete exploration fleet to play with. Some of the designs are even overlapping but who cares I love them. Definitely my play style, even if they are not that OP or even efficient.


I put all the beams and all the range on this Typhon and I think it may be a little disgusting.

The exploration battlecruiser is quite insane too as a laserboat, give it a try!

30
In version 1.2.1 at least, the David Pod is 10 OP. If its meant to be 8 that makes a lot more sense. More range and tracking sounds like a good buff, if the small goes down to 2 OP that might make it a serious low cost competitor while still having to consider some significant drawbacks.

OK so there is one small release since. David Medium is down to 8 and David small to 2 OP. So far I think it's still fit well it "cheap" and "better than nothing" design, but I should still give it a bit more range

Pages: 1 [2] 3 4 ... 20