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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Author Topic: [0.9.1a] Common Drops 1.1 - Cherry picking blueprints made easy  (Read 4795 times)

Crimson Sky Gaurdian

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Re: [0.9.1a] Common Drops 1.1 - Cherry picking blueprints made easy
« Reply #30 on: October 14, 2019, 01:52:51 PM »

And that changed the pricing of it?
A little, as the price was determined based on both the item and the template.
Common ship blueprints are now 10000 credits cheaper, for instance.

It's still not enough to make the packages anything but silly-cheap priced, but I may just bite that bullet and increase their price too.
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MesoTroniK

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Re: [0.9.1a] Common Drops 1.1 - Cherry picking blueprints made easy
« Reply #31 on: October 14, 2019, 07:06:02 PM »

Crimson Sky Gaurdian, I want to apologize for my initial post. I read a bit too closely into what you said and misinterpreted it and was entirely my fault.

The same way a weapon mod doesn't. You can fit the new weapon on their ship and it "directly [modifies] the results of other mods" especially if the AI's auto fit did it.
But just like a weapon mod, none of their files are touched, none of their code is modified. Whether the user decides to run this mod with another is up to the user, no-one else.
Eh, just to make it clear here. What weapons a mod faction uses can through autofit in fact be controlled. And as to your second point, yea that was my bad as said earlier in this message as long as stuff is done on permission only and you said that was the plan earlier so you are good man :)
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TheOSB320

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Re: [0.9.1a] Common Drops 1.1 - Cherry picking blueprints made easy
« Reply #32 on: October 14, 2019, 09:37:14 PM »

Hey, I think I might be *** but where exactly do I download this at? I don't see a download link.
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Crimson Sky Gaurdian

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Re: [0.9.1a] Common Drops 1.1 - Cherry picking blueprints made easy
« Reply #33 on: October 15, 2019, 02:40:54 AM »

Crimson Sky Gaurdian, I want to apologize for my initial post. I read a bit too closely into what you said and misinterpreted it and was entirely my fault.
Ah it's fine, these things happen. Not like you shot an arch-duke or anything.
Hey, I think I might be *** but where exactly do I download this at? I don't see a download link.
It's attached to the first post.
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Damienov

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Re: [0.9.1a] Common Drops 1.1 - Cherry picking blueprints made easy
« Reply #34 on: October 15, 2019, 04:14:48 AM »

Hey, I think I might be *** but where exactly do I download this at? I don't see a download link.

You'll need to be logged in to see the attachment download link
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TrainDodger

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Re: [0.9.1a] Common Drops - Cherry picking blueprints made easy
« Reply #35 on: December 02, 2019, 10:28:23 AM »

By that extension - you're affecting other mods. Your mod uses any packages that drop, so you're affecting other mods, by making contents of these packages common, when they shouldn't be.

*gets blueprints for Blade Breaker Sparrowhawk*

*builds 1000 of them*

*stocks up every allied station with like ten Sparrowhawks*

*rubs mayonnaise all over my own body*

Ahh, it’s time to get greasy!
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Harmful Mechanic

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Re: [0.9.1a] Common Drops - Cherry picking blueprints made easy
« Reply #36 on: December 02, 2019, 11:16:39 AM »

By that extension - you're affecting other mods. Your mod uses any packages that drop, so you're affecting other mods, by making contents of these packages common, when they shouldn't be.

*gets blueprints for Blade Breaker Sparrowhawk*

*builds 1000 of them*

*stocks up every allied station with like ten Sparrowhawks*

*rubs mayonnaise all over my own body*

Ahh, it’s time to get greasy!

You realize I'm going to have to make massive changes to my endgame plans now that the secret's out, right?
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iamlenb

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Re: [0.9.1a] Common Drops - Cherry picking blueprints made easy
« Reply #37 on: December 02, 2019, 12:20:13 PM »

By that extension - you're affecting other mods. Your mod uses any packages that drop, so you're affecting other mods, by making contents of these packages common, when they shouldn't be.

*gets blueprints for Blade Breaker Sparrowhawk*

*builds 1000 of them*

*stocks up every allied station with like ten Sparrowhawks*

*rubs mayonnaise all over my own body*

Ahh, it’s time to get greasy!

You realize I'm going to have to make massive changes to my endgame plans now that the secret's out, right?

Change your Miracle Whip Mayonnaise commodity to French's Mustard.  Spike the demand on TrainDodger colonies and profit from your secret backstock of mayo?
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TrainDodger

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Re: [0.9.1a] Common Drops - Cherry picking blueprints made easy
« Reply #38 on: December 02, 2019, 05:16:46 PM »

By that extension - you're affecting other mods. Your mod uses any packages that drop, so you're affecting other mods, by making contents of these packages common, when they shouldn't be.

*gets blueprints for Blade Breaker Sparrowhawk*

*builds 1000 of them*

*stocks up every allied station with like ten Sparrowhawks*

*rubs mayonnaise all over my own body*

Ahh, it’s time to get greasy!

You realize I'm going to have to make massive changes to my endgame plans now that the secret's out, right?

That wouldn’t even be the most broken ship I ever obtained in Starsector, tbh. I once had a Neutrino Unsung with purloined Knights Templar lasers and the old-school, pre-nerf Pilums. Every battle was literally Enter Field > Launch giant Pilum salvo > Watch almost everything die immediately > Mop up the rest in a close-range slugout. It wasn’t even a battle. It was an execution.

The game has way better balance nowadays, even with mods. And frankly, I think it’s impressive how well people have managed to get their mods to work together as part of the same ecosystem without breaking the game too much. True power is harder to obtain than before. My current fleet has a couple Mayasuran Navy Elite Javanicus Battlecruisers that are festooned with a mix of Blackrock, Diable, and DME weapons, and a mix of BB Deserter ships for support. Blueprint hunting can be painful if you have OCD like me and wish you had a full library of blueprints, but on the other hand, it can be very fulfilling when you arrange deep-space expeditions just to hunt down hidden caches and colonize worlds with ruins just for blueprints, and when you get that blueprint that you know is “the one”, you’ve just got to manufacture a few of them.

Some people complain that Blade Breaker Deserter ships aren’t as OP as actual Blade Breakers, but I think that’s frankly underestimating their potential in the right hands, with the right loadouts. They are very robust little destroyers and cruisers and such, and form an excellent screening fence around larger capitals, but they’re expensive to maintain until you get to the super-late game and can afford 15/day on supplies no problem. I wish they had a combat capital, a logistics ship/freighter, and an electronic warfare ship, though. Then, a whole faction could be sustained quite well on nothing but Deserter hulls.

Anyway, I don’t really feel the need to make obtaining blueprints super-easy. For the completionists, there’s an NG+ mod that lets you start over while keeping all obtained blueprints. That seems right up my alley. Because, honestly, I love the thrill of surveying distant worlds and hunting for research stations and derelicts while keeping an eye on supplies and avoiding running dry and stranding myself tens of light years from the frontier. I’m not even kidding.
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Harmful Mechanic

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Re: [0.9.1a] Common Drops - Cherry picking blueprints made easy
« Reply #39 on: December 02, 2019, 05:29:19 PM »

By that extension - you're affecting other mods. Your mod uses any packages that drop, so you're affecting other mods, by making contents of these packages common, when they shouldn't be.

*gets blueprints for Blade Breaker Sparrowhawk*

*builds 1000 of them*

*stocks up every allied station with like ten Sparrowhawks*

*rubs mayonnaise all over my own body*

Ahh, it’s time to get greasy!

You realize I'm going to have to make massive changes to my endgame plans now that the secret's out, right?

That wouldn’t even be the most broken ship I ever obtained in Starsector, tbh. I once had a Neutrino Unsung with purloined Knights Templar lasers and the old-school, pre-nerf Pilums. Every battle was literally Enter Field > Launch giant Pilum salvo > Watch almost everything die immediately > Mop up the rest in a close-range slugout. It wasn’t even a battle. It was an execution.

The game has way better balance nowadays, even with mods. And frankly, I think it’s impressive how well people have managed to get their mods to work together as part of the same ecosystem without breaking the game too much. True power is harder to obtain than before. My current fleet has a couple Mayasuran Navy Elite Javanicus Battlecruisers that are festooned with a mix of Blackrock, Diable, and DME weapons, and a mix of BB Deserter ships for support. Blueprint hunting can be painful if you have OCD like me and wish you had a full library of blueprints, but on the other hand, it can be very fulfilling when you arrange deep-space expeditions just to hunt down hidden caches and colonize worlds with ruins just for blueprints, and when you get that blueprint that you know is “the one”, you’ve just got to manufacture a few of them.

Some people complain that Blade Breaker Deserter ships aren’t as OP as actual Blade Breakers, but I think that’s frankly underestimating their potential in the right hands, with the right loadouts. They are very robust little destroyers and cruisers and such, and form an excellent screening fence around larger capitals, but they’re expensive to maintain until you get to the super-late game and can afford 15/day on supplies no problem. I wish they had a combat capital, a logistics ship/freighter, and an electronic warfare ship, though. Then, a whole faction could be sustained quite well on nothing but Deserter hulls.

We should probably take this over to the DME thread, but: the Bladewood's new incarnation is a respectable combat capital with some fits, and they've got two new logistics ships coming up - which double as EWAR ships, sure, since you can use them as hullmod containers for ECM and they have Advanced Nav Relays.

(You're right about the Deserter balance point, too. 'Powerful, but only broken in fun ways' was the aim point.)
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Sethfcm

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Re: [0.9.1a] Common Drops 1.1 - Cherry picking blueprints made easy
« Reply #40 on: December 05, 2019, 04:10:57 PM »

Just wanted to chip in that I agree, the author isn't in the wrong for making a mod like this, and honestly peoples visceral reactions can be off-putting as H**l sometimes.

That said, I'm glad this seems to have been settled civilly.
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