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Messages - Terethall

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46
Mods / Re: [0.9.1a] Safety Override for capital ships v1.0.1
« on: June 15, 2020, 07:19:49 PM »
I'd like to second LightningJC's post. Considering that the primary reason I think anyone would want this mod is to put it on the Prometheus MkII, I really think having this as default behavior is crucial. I've recommended this mod to people who want more out of Pirate/Pather playthroughs and having to say "oh yeah, but it won't actually work on the ships you'd most want it to work on, also it breaks every other civilian ship's ability to use SO with MS, unless you feel like fiddling around in the code" is a real mood-killer. Especially for a mod that both claims to be updated for 0.9.1a and is on the mod index. This mod is necessary for Prometheus and Atlas MkII imo and it's wonderful that you made it; I just really want it to work.

47
Bug Reports & Support (modded) / Re: Prism freeport
« on: June 15, 2020, 07:02:39 PM »
"professional staff"

The modders aka junior developers are a credit to the game, for sure.

48
I got two my first time playing as well. I actually figured it was intentional, to teach the player that they aren't unique, and to encourage exploring what else you could do with the extra one.

49
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: June 14, 2020, 02:13:15 PM »
I don't know why you assume it is intended, Mondaymonkey. :) Strikes me as unintentional.

50
Modding / Re: [0.9.1a] Advanced Hullmods
« on: June 14, 2020, 12:57:36 PM »
75% of unstable injector with 0% of the range penalty is busted. Do AI use these mods? It's not as big of a deal if it's just up the the player to abstain.
You should be able to remove offending mods by deleting their row in the .csv and their .java file in data/hullmods, and deleting their graphic in graphics/hullmods, in the mod folder. The mod directory is tiny and easy to navigate to find these files. Personally, I just like this mod for the Solar Shielding change, the Augmented Drive Field options, and the Logistics Capacity Increase mod which I think is a cool idea. The rest aren't my cup of tea for various reasons so I removed them.

51
Suggestions / Re: Debris Field Improvements
« on: June 12, 2020, 11:50:15 AM »
Dynamic (that is, created as a result of battle or salvage) debris fields already disappear after a while, no? Looking at the code, they're supposed to.
They do -- I think the idea is to have the static ones disappear too after being exhausted, rather than having them stick around but with an indicator. Unless they continue to have some use after exhaustion...

52
General Discussion / Re: What statistic defines a ships hull size ?
« on: June 12, 2020, 11:47:41 AM »
I get the impression that a series of 1 to 4 dots in the corner of each ship display in fleet and refit menus would be enough to get the point across without having to re-remember what a bunch of secondary and tertiary values mean in relation to a ship.

I'd especially want to see it in fleet-preview hover-overs as well. For a new player, it's hard to know what you're getting into with an enemy fleet, but a little indicator of hull size in the corner (opposite corner from the d-mod indicator?) would be helpful for play and also for learning the game. I've seen lots of newer players who think the little orange bars indicating d-mods are present are actually indicating rank or power or veterancy or something, and being scared of seeing a lot of them, since that and the officer icon are the only visual indicators added to the mini ship sprite in various fleet preview screens, and orange looks like "danger" and since officer presence is also a buff, it feels inconsistent. I'm not sure that showing D-mods there is even needed at all, since they don't have nearly as much impact on a ship's strength as the loadout it's working with, which isn't shown until you hover over the ship itself for full details, or the presence of an officer.

TL;DR: I like this. Do this instead of the little orange d-mod bars in fleet previews. It will provide more useful info and it will make the UI more intuitive and consistent.

53
I love this post and am looking forward to coverage of the rest of the mods. In the meantime, I noticed a tiny typo -- Sundog is credited as "Sundong" twice in reference to the New Beginnings mod on the first page. I like his mods and I smiled at the typo, but probably it should be fixed unless he wanted to be credited that way.

54
Suggestions / Re: Debris Field Improvements
« on: June 10, 2020, 11:16:09 AM »
Just FYI - in the next release, debris fields can only be scavenged once, and in the case of overlapping fields, it'll use the un-scavenged one, so there's no need to fine-tune the fleet position to get the right field. Also, iirc, whether a field has been scavenged or not is also shown on the map tooltip.
I'm going to post every other desire I have in the hope that it will magically mean it's already been fulfilled.

55
Suggestions / Debris Field Improvements
« on: June 09, 2020, 05:35:03 PM »
Things I wish existed:
  • Area of effect looting of all nearby/overlapping debris fields. It is super frustrating when multiple debris fields overlap. Bonus: have it be a single click, or two (one to start salvage, followed by a risk/reward slider) to prevent having to loot every field like three times until you hit the "possible" or "unlikely" levels of reward that mean it's a bad idea to keep salvaging.
  • Elimination of the debris field, including static procgen debris, once you've made the call on how much to loot. Static debris acting differently than post-battle debris is weird. (Same also goes for procgen vs post-battle derelicts.) Trying to remember (or having to click through an ability and a bunch of prompts) is a hassle when you come upon static fields.
  • More interesting negatives to the "risk" variable. There are already lots of fun bonuses to looting debris fields and derelicts: commodities/crew, officers, intel pings, etc. But there are 0 risks to looting derelicts, and debris fields only ever cost a handful of crew and heavy machinery, which after 20 minutes of play is incredibly miniscule. This gets boring after a while. It would be nice if you occasionally got ambushed while salvaging, or took serious enough damage to a ship that it got a d-mod, or something else, if you decided to go after a high-risk debris field. You could get really creative and have some rare "something bad got aboard one of your ships" event from looting a high risk field/derelict, and have it give a ship a special "gremlins" d-mod or something similar.

56
Suggestions / Re: NPCs should salvage/recover derelicts
« on: June 09, 2020, 05:23:42 PM »
I think NPC salvager fleets actually salvaging is fine, but only provided salvage randomly respawns over time. I love industry/salvage style gameplay and hate spending time in the core. I would not want to feel like I was in a race against the clock (given the way things currently work) to hoover up all the loot, and as it stands today I actually think it's a drawback that the sector slowly becomes 100% mapped and looted until there is nothing left. How can the player fleet do it in like 5 years when in the past 200 no one else has, yet the fringe is practically brimming with salvage, prospector, and pirate fleets? Debris fields and derelicts could certainly respawn. Probes... maybe, if the idea is they are drifting through realspace and sometimes captured by a star. It's not clear why so many lootable ruins, mining stations, etc. still exist in the sector. Even less clear why factions will pay the player to find, scan, and then (presumably) loot them of their obscene riches despite the faction offering the contract knowing where they are. Also, come to think of it, funny that you can sell survey data but not mining station/orbital habitat/equipment cache locations.

57
I had a similar thing happen to me the other day; I took out two giant pirate fleets in back-to-back battles, and my FPS fell off a cliff when the debris fields spawned. It persisted into hyperspace even flying for 3 weeks across the sector. Saving and reloading and restarting the game all failed to help. Not sure if that was the same issue, but my mods list is below.

Spoiler
{"enabledMods": [
  "$$$_lightshow",
  "$$$_trailermoments",
  "Another Portrait Pack -ReWork-",
  "raccoonarms",
  "chaladin",
  "chatter",
  "lw_console",
  "DisassembleReassemble",
  "interestingportraitspack",
  "lw_lazylib",
  "luddenhance",
  "MagicLib",
  "missingships",
  "nexerelin",
  "portrait",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "StopGapMeasures",
  "sd_sundiving_1.1",
  "TORCHSHIPS",
  "transfer_all_items",
  "underworld",
  "US",
  "vayrasector",
  "vayrashippack",
  "lw_version_checker",
  "vesperon",
  "toggleWeapons",
  "audio_plus",
  "shaderLib"
]}
Also, I don't recall 100%, but I think at the time I had Second Wave turned on.
[close]

58
General Discussion / Re: What statistic defines a ships hull size ?
« on: June 08, 2020, 10:07:01 AM »
Also once you're familiar with how much common hullmods cost between ship sizes, you can check a ship size category in the refit screen just by checking how much hullmods cost on it.
I like to use the sensor range/profile for any purpose outside the refit screen. Although I always felt it was weird it didn't vary (except due to hull/d-mods) within class at all.

59
Suggestions / Re: Fast Picket Black Market Interception Modal Dialog
« on: June 04, 2020, 02:41:23 PM »
Perhaps instead of actually attacking you, in most cases instead the fast picket should attempt to disengage, report you to their authorities, and mark you as a criminal with associated fines, etc? Something a bit more formal than establishing you as a kill on sight enemy who can only escape their vilification by completing 50 contracts with your transponder off.
Yeah, exactly -- either you're so big you can't disengage, in which case the picket will probably not try to fight you because it's suicide for them and will let you go with a bounty on your head or a fine when/if you get caught again, or you're small enough that they might try to fight you, but then you can try to disengage in a pursuit battle so you don't have to fully go to war with them. It seems weird for two factions (e.g. Hegemony and player faction) to go to war over some recreational drugs when I don't even think being caught with AI running your colonies does.

But even if we didn't get that, some kind of warning when you go to refuse a scan (or refuse to drop contraband) that gives you the same warning about going to war that you get when you engage their fleet, since that becomes the only option once you refuse a fast picket's demands.

60
Suggestions / Fast Picket Black Market Interception Modal Dialog
« on: June 03, 2020, 02:28:02 PM »
When you get intercepted after making trades, and you allow a scan but then refuse to airlock your contraband, or if you just refuse the scan, the game doesn't warn you that this means war and will set your relations to the faction to -50. Once you go to actually engage their fleet, it does, but unless your fleet is very small, this is sometimes the only option. Once you're in the situation where you've refused you do get a warning about attacking the picket, but you can't go back and be like, actually, nevermind, I don't want war, I'll pay a fine and allow a scan etc. It seems like players should have an idea of what effect their action will take.

It's also weird that these picket fleets will suicidally refuse to let a giant player fleet disengage, requiring you to pop them like a grape and thus ruin your rep. It seems like if the player fleet is small, they should be able to disengage and only take maybe a 20-rep hit (or -25, or -30; just not -150). If the player fleet is big, the picket should stand down because it realizes that standing in your way means guaranteed death and is pointless. Same -20 rep hit and they let you go.

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