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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - Chairman Suryasari

Pages: [1] 2 3 ... 25
1
Modding / Re: Ship that rewinds?
« on: May 17, 2022, 11:47:30 AM »
The laws of causaility in the Persean sector are laws as in the Hegemony will prosecute you if you don't stop violating them.

It's actually true.

https://starsector.fandom.com/wiki/Temporal_Shell

https://starsector.fandom.com/wiki/Scarab

"The Scarab is a rare, experimental hull developed by the Tri-Tachyon corporation. Only a limited run of prototypes has been produced.

Gross causality violating technology was banned by the Domain, and this ban is now upheld by Hegemony doctrine - with Luddic support. Nonetheless, it is the handful of fringe-examples of this technology which form the foundation for instellar human civilization from the old Gate system (depending on one's theory of its operation) to common FTL hyperspace travel and communication. Tri-Tachyon has always pushed the bleeding edge of these technologies - and of the law - by spearheading development of phase technology. The Scarab's uniquely hull-integrated prototype "Temporal Shell" system is no exception.

So it is not so much that the Scarab manipulates time as it avoids the normal rate of consequence of the local frame of reference. The effect, as upsetting to Luddic theologians as it is to laymen, is to seemingly slow time for the outside world. Of course one must avoid stating it thus in earshot of the applied temporal physicists who deal in such miracles to avoid a tedious correction of terminology. "

2
Modding / Re: Ship that rewinds?
« on: May 15, 2022, 09:23:46 PM »
If you treat playing a game "fair" as a badge of honor you need to go outside honestly, it's just a funny spaceship simulation game not a rite of passage of life.

3
Mods / Re: [0.95.1a] Officer Extension (0.4.3)
« on: May 11, 2022, 05:09:41 AM »
Sorry to bother you, but I wanna to ask, will this mod add feature to display all skill selections when leveling up officer? I hate when my low tech can get skill that I don't use like Energy Mastery or defensive skill like armor skill, I love playing it reckless with a focus on out damaging the enemy fleet.

Thanks!

4
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: May 10, 2022, 08:47:41 PM »
You see that kinda the main problem, you need other powerful modded faction to overwhelm Legio if you refuse to do so then say good bye to other content. I want to see what Brighton has to offer, I want to see what Kadur Remnant has to offer, I want to see what other mod brings to the table, but no, Legio will conquer them all unless you install faction mod that can overwhelm which make them soft requirement unless you the player get through a slogfest war to kill them right after the game start or outright disable them in .ini setting.

5
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: May 09, 2022, 01:58:57 AM »
All the faction in my runs always want them dead, but of course they can do nothing about it because how ""defended"" Legio system is, it's just matter of time until they steamroll the entire sector, at best what they can do is put big bounty on them for privateer like us, and you will not break even on these contracts.


6
And you need an older build of Java 8 for Starsector too, because the newer one is case sensitive iirc. On Linux, I spend quite some time to find any older archive of Java 8 but it's worth it. I understand why Alex hasn't moved the game to Java 8 yet, recompiling the game to run on newer Java 8 can be difficult and he probably focuses on finishing the content for 1.0 too.

7
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: April 24, 2022, 11:09:52 AM »
Their poor life choice of music is the worst offender, but then again the toggle has been always there. You don't have to play a mod in it's default setting, it's not a rite of passage to play as the mod author intended.

But if don't want to start a new game just use console command "nuke" every time you fight them.

8
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: April 24, 2022, 11:04:10 AM »
Quote
   #enables the Legio Infernalis, an elite pirate faction. Disable if no balls.
   "enableLegio": true,
I mean you kinda taunting them i guess. JK.

9
Mods / Re: [0.95.1a] Seafood Shipworks 0.0.7f minor fixes
« on: April 24, 2022, 04:17:15 AM »
I love all the ships on this ship pack, especially the Crossbowman-class, because it's the polar opposite of my favorite ship from HMI, the Locomotive-class. Both ships are made with orbital station part. Locomotive is kinda stitch together by the engineer from the frontier of civilization, too unpractical for day to day use where Crossbowman put a lot of though into the design ship to combat Hegemony offensive despite uses orbital station frame as it's base. Same idea, different execution.

Also I pray for your safety, you from the mainland China right? I hear things not doing so well over there, I hope it's over soon. Thanks.

10
Found error on Linux version of the game, probably because miss-match lowercase and uppercase name.

Quote
172697 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/weapons/indevo_cryoartillery_hardpoint.png] resource, not found in

Found a fix for this, if you have this problem, go to /Starsector/mods/Industrial.Evolution3.0.a/data/weapons/ and find IndEvo_cryoartillery.wpn and open it with notepad or linux equivalent of it then change the line :

Quote
  "turretSprite": "graphics/weapons/indevo_cryoartillery_turret.png",
  "turretGlowSprite": "graphics/weapons/indevo_cryoartillery_turret_glow.png",
  "hardpointSprite": "graphics/weapons/indevo_cryoartillery_hardpoint.png",
  "hardpointGlowSprite": "graphics/weapons/indevo_cryoartillery_hardpoint_glow.png",

to

Quote
  "turretSprite": "graphics/weapons/IndEvo_cryoartillery_turret.png",
  "turretGlowSprite": "graphics/weapons/IndEvo_cryoartillery_turret_glow.png",
  "hardpointSprite": "graphics/weapons/IndEvo_cryoartillery_hardpoint.png",
  "hardpointGlowSprite": "graphics/weapons/IndEvo_cryoartillery_hardpoint_glow.png",

11
Found error on Linux version of the game, probably because miss-match lowercase and uppercase name.

Quote
172697 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/weapons/indevo_cryoartillery_hardpoint.png] resource, not found in

12
After role-playing as a pure Brighton loyalist for a couple of weeks, here are some of my thoughts:

1. As stated, the Brighton is a desperate polity: "a weakling polity". It has been a frustrating experience moving from mid-game to late-game stage, and it has been a mixture of a love-hate relationship. I love it because they grow so slow; I'm constantly buying more crews and supplies because my ship gets blown up a lot (maybe I'm just a terrible captain). Yet, there is satisfaction in seeing progression while constantly resisting the temptation to pick up stronger and faster ships from other factions. I hate it because the AI is terrible with using missile. So during the late game - fighting the Remnants in large groups, it has been a rough experience. Not to mention they outspeed and outmaneuver most of my ships. Making progression against the Remnant base has come to a halt.

Perhaps include a larger cargo + civilian ship into the list? At one point, I was running 3 Colossus (BRV) to keep up the supplies cargo space, and it takes up the 30 ships limit. The Nubula (BRV) is fine for the early game, but I feel like we need a bigger crew ship for the mid to late game. After one or two big fights, I'm constantly under-crew. Going back to base re-crew has been a very tedious experience. Is Junk meant to fill in that role? This would lead to my next thought.

2. I don't understand the lore well enough. HMI constantly declares war on the Brighton. Is it just bad lucks? Or are we meant to compete against each other? Cause I noticed they are on the far west region and I'm on the east side, and they are willing to travel that far to fight over my territories. I tried politicking with them, and there are all these random events that make them flip 180 on us.

3. I'm running the skill: Derelict Operations. It's pretty cool to field a Radiant (BRV) for 35 deployment points. But both of HMI's Junker and Rapid Repair System hull-mods... oh the temptation. If I could get some clarification between the relationship of HMI and Brighton, I feel like it would brighten our role-play future.

4. I saw you included 4 new Remnant ships, but any chance will we see the BRV version of them?

5. Since the Brighton is packed with missile slots, will we see a BRV faction missile? Perhaps include built-in extra missile hullmod for some of the BRV ships?

By the way, you have done an outstanding job with the ship models and details. These factions really feel like they are part of the original game.

The old Brighton before King nerf it can solo Legio Infernalis from Tahlan Shipworks or the Knights Templar, it's so funny watching them snow-balling their way to conquer entire sector in Nexerelin in just about 60 year in-game time.

13
Mods / Re: [0.95.1a] Officer Extension (0.4.2)
« on: April 13, 2022, 04:21:03 PM »
The mod crash the game when I try to load the officer UI in the Linux version of the game I don't know if Mac or Windows have this issue or not.

Quote
568447 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.coreui.CaptainPickerDialog.getListOfficers()Lcom/fs/starfarer/coreui/o0o0;
java.lang.NoSuchMethodError: com.fs.starfarer.coreui.CaptainPickerDialog.getListOfficers()Lcom/fs/starfarer/coreui/o0o0;
at officerextension.CoreScript.injectCaptainPickerDialog(CoreScript.java:146)
at officerextension.CoreScript.advance(CoreScript.java:123)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

14
Modding / Re: No fighters that grant 'ground support'?
« on: January 09, 2022, 03:30:55 AM »
Try Arma Armatura - https://fractalsoftworks.com/forum/index.php?topic=18751.0

This mod contains many battle mech as a fighter that will automatically add hull mods to your ships like ground support to simulate their other abilities other than space combat.

"A hullmod that is automatically added to carriers with Cataphract wings, which grant a small ground support bonus."

15
Modding / Re: [0.95a] Arbworks ships
« on: June 28, 2021, 10:49:17 AM »
Look great! Will you do some pirate ship? Asymmetry design will fit right in with pirate school of ships.

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