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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Ed

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61
Mods / Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
« on: August 27, 2020, 02:00:56 PM »
Hey dude your ships improved a lot while i was in Hiatus, also i love how well our mods worked together in the tourney, good fun :)

62
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: August 27, 2020, 01:57:46 PM »
Nice mod, only suggestion which I can think of is more ships/weapons. ;D
Believe me i really want to add a lot of new stuff, but gotta rework/balance what is not working

63
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: August 27, 2020, 12:36:56 PM »
The Tyrant Maw was nerfed hard indeed, but it was required, I prefer to keep it as a Trump card you don't want to use most of the time, but can if needed, rather than something you can spam every battle but doesn't have the same punch. Also the AI will almost never use it, i put several restrictions to make sure it is almost never fired automatically, it needs no nearby enemies (since the shields go down while charging), a large enemy in range (capital or larger), no flux and no allies on the way.

I think it's great you're balancing a super-cap; a death star laser is a tricky thing and I agree it's better to err on the side of the weapon not being OP.  That said, I still never found it more useful than just letting the normal guns do their thing since there's more than enough firepower normally to kill stuff in a reasonable amount of time.

How about if instead of doing damage, the weapons focused on some effect that helped turn the tide of battle, or control the battlefield?  That might be more interesting to the player than another weapon that does damage.  Something that creates a huge pulse at a point and sends all ships into overload?  Or creates an explosion that pushes ships away?

I was thinking about adding Wurgandal upgrades (can only choose one), either you make the beam better, or improve the fighter hangars or the guns+shields, but that will only happen after i make the ED station and a questline to get a Wurgandal, then there will another for the upgrade.

64
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: August 27, 2020, 08:53:05 AM »
Welcome back!
Yo! I'm a streamer and tournament participant, been a huge fan of your mod. I strongly suggest you watch the tenth Starsector tournament; it was huge for balance for a lot of factions, and since I chose yours to go with, you can see the impact and commentary on those parts of your 'faction' I used.

In normal play though, I will remark your ships very rarely show up, even among Independents.
Thanks guys.
Balance wise, I found myself never using the Wurgandal Tyrant Maw.  The extreme ramp up time and beam nature makes it difficult to use and keep on target and when combined with the huge/expensive CR hit it's just not worth it to fire.

Perhaps if it shot a single powerful pulse after a few seconds of warming up and used only 7% CR or so.  Also I dreaded letting the AI take control of it for fear if it firing more than once and wrecking the CR of the most important ship in my fleet when I might need to fight multiple battles in a row.
The Tyrant Maw was nerfed hard indeed, but it was required, I prefer to keep it as a Trump card you don't want to use most of the time, but can if needed, rather than something you can spam every battle but doesn't have the same punch. Also the AI will almost never use it, i put several restrictions to make sure it is almost never fired automatically, it needs no nearby enemies (since the shields go down while charging), a large enemy in range (capital or larger), no flux and no allies on the way.

65
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: August 26, 2020, 12:13:01 PM »
Thanks brah

66
Hey Hey People

I will be playing Starsector again, and will go back to updating the mod after a full playthrough, dump all the feedback, balance suggestions and such, I will be reading them tonight.

67
Hi there, i struggle to find "ricochet pellet guns" and "wisp launchers" in any market, can you double check maybe you forgot to put them in market's rotation or whatever it called?
All my guns are medium rarity, you can find them in any market the ships appear (indie markets)
If i ever feel like modding again i will make a special market to find them more easily
I am glad you like them
I don't see any info on the wisps. I can't figure out if the papillon is worthwhile
The wisps stats can be seen in the wisp launcher (weapon list in the original post of this thread)
The papillon is a long range bomber, very fast, but it is very fragile, they use the wisps automatically when in danger, and can help defend the mothership from missile volleys, it is quite niche, better for pursuits.
If you want a proper PD fighter use the Pug

68
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019)
« on: January 17, 2020, 01:33:58 PM »
Sorry guys but I am still feeling burned out, i also want to focus more on my game, so i give permission to anyone who wants to branch out my mod and do whatever you want to anything and everything I made. I will keep this thread for myself in case i ever feel like returning to modding Starsector again, so make a new thread if you wish to fork out my stuff. All you gotta do is to credit me in the forum thread.
All of the source is in the mod folder, go nuts.
if anyone want the .pdn (Paint.net, yes i use that) files of the ships just ask, i will check this thread from time to time.

69
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019)
« on: January 12, 2020, 05:37:53 AM »
Sorry still on break, will probably come back next month.

70
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019)
« on: December 24, 2019, 09:28:18 AM »
Hi Ed,

I enjoy playing with the new ships / weapons you've added.
I've enjoyed using the new anti-carrier weapons you've added to bully ships.

I do think the new grapeshot family of weapons may be a bit overtuned however, specifically the post hit frag damage.

I'm seeing around 1K-2K hull damage per shot every 2-3 seconds,with 60-80 decently fast rounds that can't be PD'ed down.
I was tearing down a onslaught ~25 shots of the heavy, and ~13 shots of the mega grapeshots.

The grapeshot will be the first in the list for balancing when i get back from my break, i will probably slow down the cadence or increase the OP cost (or both)
Thanks for the feedback!
And Merry Christmas!

71
Mods / Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
« on: December 20, 2019, 06:04:40 PM »
Ok the fix is up

72
I have some Hidden hullmods that are popping up for players anyways, how do i make sure they never appear unless they are built-in?

73
Mods / Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
« on: December 20, 2019, 02:46:07 PM »

I will be fixing this up today a hot fix for this is to change the "claw" of all images in the \ED Shipyard\graphics\weapons\deco\claw folder to uppercase
like this edshipyard_claw_00.png -> edshipyard_CLAW_00.png

So, I found this. The description seems wrong.

Spoiler
[close]

Yeah this should not be poping up for the player, i will check it again

74
Mods / Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
« on: December 18, 2019, 09:24:12 AM »
Did you delete the old folder before updating?

Most of the those crashes make no sense, i don't change anything in fleet management or doctrine UI, never did in any of my mod's versions.

75
Mods / Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
« on: December 17, 2019, 07:20:38 PM »
few game crashes after i updated this mod, unfortinately i don't have older saves and new ones is not compatible with older version of this mod.
1 - when AI tried to use shieldbash (tried only once)
2 - thied to tweak weapon groups on Lodium (usualy it works fine)
3 - game suddenly close while i was redacting my faction doctrine by removing some ships from prioritized, including lodium (again, it should work, i did it before, so it may crash and may not)

it always the same error message btw, something about "null", i saw a bunch of "000000000000000000000000000000" at the end of .log file, i didn't know what i should save it before launching game again, so i don't have a copy
This is really weird, Which other mods are you using?

Treat all mod updates as if they break your saves.
There is nothing on this most recent update that breaks saves as far as i know.


-edit-

I just tested the stuff you posted earlier, no crashes here.
Are you properly deleting mod folders before pasting in the new update? Don't just override folders, it will have leftover files that may *** you over.

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