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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Captain Trek

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Mods / Re: [0.9.1a] LowTech Armada
« on: July 10, 2020, 02:32:07 AM »
It seems like the overwhelming majority of ships in your mod don't have codex entries. Is that intentional?

As you probably already feel, gate construction are not have-from-a-beginning thing. You have to earn it. There are quest to complete. It is starts, IIRC after level 40 if you travel far enough from a core.

I see. Do they mechanically otherwise function as they did before boggled merged his mods?

Sorry I've been away so long, folks!

- Minor updates to the write-ups of Anvil Industries, Diable Avionics, Galaxy Tigers, Mayasuran Navy, and Vayra's Ship Pack to account for their most recent updates.
- Major update to the write-up of Sanguinary Anarchistic Defectors. Added Vesperon Combine to the sub-factions section of the non-adjacent modlist as Sanguinary's blueprint-farming aspect has been substantially nerfed.
- Major update to the write-up of Hazard Mining Incorporated. Mod is no longer vanilla-adjacent and is presently in a bit of a state of upheaval, so has for the moment been moved to the optional factions section of the non-adjacent modlist.
- Added entry and detailed write-up for Xhan Empire.
- Removed entry for Kipling Radiative, as the mod is defunct.
- Done some additional work on cleaning up FAQ wording.


will you continue this guide?
Will certainly look forward to updates!

Wish granted!

I just want to say thank you Captain Trek. I was looking for a succinct, well informed list of mods to use after my first 100 or so hours playing vanilla Starsector, and you have provided this and more. This was exactly what I was looking for, fully aware (as you state yourself right at the start) that it is an opinion piece and that other schools of thought are available.

Complete neutrality is impossible, especially when advising on which mods to use as it is completely subjective. Keep doing what you’re doing in the way that you’re doing it. I for one appreciate your monumental efforts.

OK, I’m done with the sycophantic platitudes now, I’m off to kill some pirates :D
I think that there is definitely room in this forum for "fan guides" or such, and this one deserves a place there.  Similar to how steam has a whole section in its discussion forum for guides of all types.

I read this over and was able to create a new mod combo for a new game.  Which I think is one of the main purposes of me for this type of guide.

I told everyone there was a demand for this. Many didn't believe me. Thankyou all so much for your support! ^^

and lacking that, full "pack" downloads for your mod lists (canon and non-canon) would be even better. 

It has been suggested to me... in the strongest possible terms, I might add... that this would be a very, very bad idea, as mods are continually being updated.

Not quite "I disagree with something so strongly that I NEED you to change it" but some opinions:
  • This was probably a good idea, thank you for doing it!
  • I think that Interesting portrait pack by Interestio is a better fit with the vanilla art style than HELMUT’s portrait pack
  • The Mayorate is updated! Since when! One second please.
  • boggled’s mods have all been condensed into one now. (terraforming, gate construction, station construction, A.I. core industry)
  • Version checker seems like it should be on all the mod lists QoL, not just the worth considering list.
  • Transponder reminders is in vanilla now? And breaks a vanilla feature? Another second please.

One good list deserves another, soooo:

  • You flatter me, sir.
  • I'm definitely behind on portrait packs. I got some useful information about how CPU-intensive different packs are a while back, so I'll have to get on that at some point.
  • Sure is!
  • Fixed as of this update to the guide.
  • Still in two minds about this. I don't want to encourage people stumbling into breaking their saves.
  • Yup. The mod version I think was a little more extensive than the currently extant vanilla feature, but sadly the two clash.


Added detailed write-up for Anvil Industries.
Added entry and detailed write-up for Torchships and Deadly Armaments.


I consider that the issue here is not his guide but the lack of an equivalent element complementing the index list

Like I've said before, there was a demand for it. I endeavoured to satisfy that demand. I thank you for that and your other kind words.

I wonder if it wouldn´t be better to make it a unique ship that you have to get through Ship/Weapon Packs own bounty system.

I'd be all for that, honestly.

I signed up just to say this: As a new player, this guide has been utterly indispensible!

Thank you, also!

Mods / Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
« on: February 21, 2020, 12:47:58 AM »
The "download link" line leads one to a version of the mod that gives the same Luddic Church-related error as CrimsonPhalanx experienced, whereas clicking on the "Download T.A.D.A." image leads one to a version of the mod that, well, actually works.

I definitely want to add this mod to my mod guide, but a few comments:

- The Custodian seems fun, but 0.4 flux/dam is ridiculous on any ship.

- Given that the Falcon TX is, on the whole, superior to the regular Falcon, it could do with a bump in DP. Say 17 points, maybe?

- The Bielik's flux capacity seems too high both for its DP value and the "lacklustre flux core" description. I'd say tone it down to be more in line with the Hammerhead.

- I generally advise that cruiser-sized salvage gantries be worth no more than 8 or so mining strength, given the destroyer-sized gantry is worth 4. As such, a more appropriate base mining strength for the Panhandler would be something like 40.


Updated with write-ups for Galaxy Tigers, Transponder Reminders, and Grand Sector.

Modding / Re: [0.9.1a] Captain Trek's Guide to the Modiverse
« on: February 01, 2020, 01:59:52 AM »
Have you decided what you're going to do about the ship spawning weirdness to do with LE and VS that turned up with SWP, D.R?

Modding / Re: [0.9.1a] Captain Trek's Guide to the Modiverse
« on: January 31, 2020, 10:38:25 PM »
Also, having a "Not Recommended" category is not great... It doesn't matter if this is due to technical reasons or not. You are assuming the user even stops to read the description to find out why. Not being on the list in and of itself will discourage users from trying out the mod, you don't have to explicitly give names on top of it.
The point is to warn people about mods that are likely to give them problems. If the issues get fixed, the mod moves out of that section.

Imagine, for a moment, a new and inexperienced modder wants to make a mod. He/she does and releases it. Less people will even give the mod a chance because its not on the "curated list" of community mods. A new mod shouldn't have to fight for a chance in this way- that should happen naturally if the work is quality, and even if its not at first the feedback from people trying it out when searching through mods makes it better.
Like I've said before, a brand new mod already isn't on the index and already doesn't have people talking about it when newcomers ask people to recommend them mods. I have the up-and-comers section specifically as a way to facilitate drawing people's attention to new talent.

You may think "I will stay on top of this and make sure all mods are mentioned, described, etc, etc" but there is no guarantee that you will even be around on the forums forever. So, once the list is "finalized" when you leave, any new mods while you aren't around will not get the chance they deserve.
Were I ever to stop working on the guide it'd just have to be allowed to fade into obscurity naturally, like what Soren was talking about having happened with somebody else's guide. Even if it was pinned, in that circumstance you'd just have to unpin it again.

And I did say something to the OP, btw, when I didn't see my mod included. I also was in no way mean about it. Honestly hurt was probably the better word, but you are right noone on the internet is here to make anyone feel better.
If it makes you feel any better, I'd be quite willing to expand the guide to include TCs and IP mods if somebody with the appropriate amount of experience with either or both of those things can provide the necessary write-ups.

Also, the credibility of your defense is a little suspect considering your mod is literally the first one on the list.
If that's genuinely how you feel, then my decision to list the mods under each sub-heading alphabetically was absolutely the correct one. I've already had accusations of bias and/or that certain mods being in certain positions will in some way have some kind of deleterious effect just from that, so you can imagine how much worse this would be if I used literally any other metric by which to order the mods.

Modding / Re: [0.9.1a] Captain Trek's Guide to the Modiverse
« on: January 31, 2020, 06:12:13 AM »
Any guide inherently creates a visibility divide between mods that are in it and mods that aren't. Because it seems comprehensive, pinning this would not only crush mods that aren't in it, but also new mods that don't make a big enough splash.

I really have to dispute the notion that my guide would be worse than the systems we already have in place in this regard. The biggest reason prv is criminally overlooked is because it doesn't show up in the Mod Index. And indeed, new up-and-coming mods like Gal. Tigers and Kipling don't get placed there until they prove themselves a bit either (Sozzer's hasn't even made it to the Index yet, but is already in my guide). Vayra's pin in Modded Relay is anything but comprehensive, and when people ask for recommendations they invariably get told about the popular stuff the people responding to their queries already know that they themselves like. All of those things already serve to "crush" less well-known mods. Quite contrary to your position, I firmly believe my guide can serve to shed more light on mods that people otherwise wouldn't have known about than they currently get.

Agreed. This especially denigrates unique mods that otherwise create new concepts or mess with stats to have fun.

I'd be very interested to know what mods, specifically, that I'm "denigrating", so I can correct any such issues. I can assure you that the overwhelming majority of mods presently missing from the guide are mods I plan on adding in the future. Most particularly Discord-exclusives. What you see here is just version 1. The fruits of several months of labour, but by no means complete.

Modding / Re: [0.9.1a] Captain Trek's Guide to the Modiverse
« on: January 29, 2020, 08:03:35 PM »
God damn it, you guys, let me give you the benefit of the doubt! XD

I have some concern that that video doesn't mention that when you update a mod, you need to remove the old mod folder before adding the new one. His method of extracting a downloaded .zip right in your /mods folder will simply merge and replace the folder when an user updates a mod, which will cause bugs.
Added a note accordingly.

RE: DME missions being too easy - yeah, probably, but remember that you, the forum-posting user, are likely in the top 10% or 5% of all Starsector players.
I'm actually not that good at actually flying the ships. ^^;

Modding / Re: [0.9.1a] Captain Trek's Guide to the Modiverse
« on: January 29, 2020, 09:47:25 AM »
Your support is appreciated, Major! ^^

Do you have any detail about how my mod could mess with the spawn? I definitively don't want that to happen and need to fix it if I did something wrong
I'm afraid I won't be much help there since I heard it, essentially, as a rumor. You can ask Avanitia if he knows more, but I wouldn't count on it.

(definitely need to do something abouth the Zenith :S).
I mean I like the Zenith. I just made a note that anyone who wants to be a "purist" about TPCs being Onslaught-exclusive probably won't like it.

Modding / Re: [0.9.1a] Captain Trek's Guide to the Modiverse
« on: January 29, 2020, 02:38:43 AM »
You might want to update LC and SWP.  The LC Onslaught should outnumber the Cathedral 15-to-2 if Alex programmed the game's ship spawning system correctly.
Okay, so I updated SWP and, sure enough, with Luddhancement active Cathedrals now spawn at what I would say are relatively acceptable levels. Not low enough for vanilla-adjacent status, mind you, but satisfactory from a gameplay standpoint at least. It seems a bit odd that your patch notes for version 1.10.5 don't mention Cathedral spawn rates being changed at all, which is why I missed it since the updates that are listed in the patch notes didn't seem like they'd significantly change anything about the write-up SWP was going to get in the mod guide.

Here's the thing, though...

I also tested the game without Luddhancement active, and in those circumstances Cathedrals simply do not spawn. At all. Ever. I did a ton of ForceMarketUpdates at the size 6 LC military market from Stop Gap, looked at raiding fleets, looked at invasions fleets... and there was not a Cathedral to be had anywhere... just Legions. And actually? I don't know if this was intentional on your part, but even if it wasn't this seems like a prime example of Good Bad Bugs, or, "It's not a bug. It's a feature!" With Luddhancement being required to bring Cathedrals into the game, that makes it quite easy to place SWP on both modlists, much like how VSP and Kadur only become non-adjacent when Vayra's Sector is active. So I, at least, would strongly encourage you to keep this as it is. But what do you intend to do?

EDIT: I had it suggested to me that Stop Gap might be responsible for messing up ship spawns, but I tried it again without it and the exact same thing happened - no Cathedrals unless Luddhancement was also active.

EDIT 2: So it gets weirder. It turns out if you have Vayra's Sector installed at the same time as SWP and Luddhancement, the former effectively "turns off" LE's ships, reducing the Church back to just generic Legions with no Cathedrals, as if you were running SWP without Luddhancement.

Modding / Re: [0.9.1a] Captain Trek's Guide to the Modiverse
« on: January 28, 2020, 05:44:52 AM »
I feel like it's more of an issue with vanilla capital spam, than with SWP in particular.
It is, but that just means any other mod that were to also plug a super-capital into a faction's normal ship production would encounter the same problem.

Modding / Re: [0.9.1a] Captain Trek's Guide to the Modiverse
« on: January 28, 2020, 03:50:42 AM »
The only good way to resolve it is to add yet another ship for the LC to spawn in the Cathedral's category

I tried that, but Luddic Enhancement's green Onslaughts don't seem to do the job. Hell, they don't seem to show up much at all, even without SWP installed. ^^;

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