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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 - Stormy Fairweather

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Mods / Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
« on: June 18, 2021, 06:49:43 AM »
thanks for the update.

but gotta say, i like the old izanami. mebbe ya shoulda just made that a new ship?

Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: June 16, 2021, 11:25:55 AM »
Personally i disable invasions, expansions, saturations, and new factions. factions still war and raid and such, but the actual ownership/colonies stays the same. i find this is a great way to feel like a living sector, without allowing the game to ruin itself under yer nose. also helps keep saves small.

kadur always gets their asses kicked... but they always survive to get their asses kicked again another day.

singled you out because ya were defending me.

i like talking about starsector too, but i want no part of a conversation about making the game easier.

If a post inspires wider discussion, it highlights a key issue - even if the OP is simplistic at face value.

Discourse doesn't automatically mean disrespect or conflict. In fact, lack of discourse is one of the reasons why collaboration is so difficult.

this is kinda the problem with modern society. being challenged isnt an 'issue'. and 'discourse' nowadays seems to almost always be someone trying to convince everyone else something that isnt a problem is a huge, dire, imminent threat.

difficulty isnt an issue. and even if it were, there are OPTIONS available to tone it down. therefore, any discussion about the 'issues' around difficulty are non-issues that will only fuel a non-discussion of people pat each other on the back. also known as a circle jerk.

edit - come to think of it, mebbe 'easy' mode was a mod only option. which still renders this discussion meaningless, as it has turned into bitching at me not stating i was using mods.

not sure why this post is even still going. it was asking a VERY simple question, which was factually answered almost immediately. there was not a single COMPLAINT about the game being harder, just a query into whether [redacted] had been buffed. which a bunch of seemingly slow people took to mean 'oh noes game too hard wah'.

think yer wasting yer time elpresidente, if these people could read they never would have had misunderstood this post so poorly.

Mods / Re: [0.95a] Roider Union 1.2.2
« on: June 13, 2021, 11:21:51 AM »
huh, aight. i'd assumed colonys they started with would be marked on the sector map, at least after the system has been explored.

Mods / Re: [0.95a] Roider Union 1.2.2
« on: June 13, 2021, 07:35:33 AM »
do they spawn extra bases that dont show on the sector map then? cause i found one that was unlisted and took it out, and it remained. and i only took it out cause the patrols were annoying me about my transponder.

Modding / Re: Request - Someone to Adopt Beyond the Sector
« on: June 13, 2021, 12:57:42 AM »
at the risk of exposing my stupid, i thought the .jars could be decompiled?

Modding / Request - Someone to Adopt Beyond the Sector
« on: June 13, 2021, 12:46:18 AM »
Possibly the coolest mod idea i've seen, but one with a number of bugs and incomplete implementation. and going by months of silence from the author, one that has likely been abandoned. so figured i'd toss the idea out into the nether, see if anyone with some skills hears and is interested.

also, alex, if yer looking to toss in some post end game content; this mod concept lends to functionally endless playability on a single save.

Mods / Re: [0.95a] Roider Union 1.2.2
« on: June 13, 2021, 12:40:50 AM »
so roider bases are permanent fixtures once they spawn?

ran into some in a nuetral system, and figured i'd clean it up for fun. mostly because they were harassing me about my transponder, and i aint gonna turn it on in deep space because of some flyboy. anyway, after having to go hostile to saturate the base (kinda a shame, wasnt looking to start an actual war), i noticed the base remained in orbit. just empty, uncolonizable even, and completely useless.

kinda seems to me that if you take out a random roider base it should be completely destroyed a la pirates/luddic path.

Suggestions / Skill System
« on: June 12, 2021, 09:08:03 PM »
Player skills are all over the place. Some are good for your colony, some for your fighters, some your fleet... and aside from the top row all being for your ship there isnt much in the way of a pattern. and your governers have access to a grand total of THREE of your skills, while captains have access to about 10. it frankly feels quite simplistic, kinda feels like you are pigeon holed into a few select skills, and have very little real variety.

so here is my idea. Three separate skill trees for the player; leadership, piloting, and administration. At each level you get one point for each tree and each tree has a couple skills per tier that you can choose between. Instead of using story point to make some select skills elite, add levels to most skills that can be improved by investing more skill points. Splitting up the current 'group' skills would help fill this tree out, as well as offering more customization control to the player, and would make for a lot more room for adding new skills and skill types. while admin/piloting are self evident; the leadership tree would be for fleet/colony wide effects unique to the player. this would make level ups feel a lot more meaningful, your choices too, and wont have players feeling they are neglecting one aspect of play working on another.

Side thought on captains/admins. i see there being two possible ways to make your officers/admins far for interesting too; first give them full access to the 'tree' that is appropriate for them, or by giving them a skill or two that is set and have them gain levels to improve OTHER stats. for example; an officer with fighter support and impact mitigation, and when they level they gain things like '+5% fire rate' or '-10% supplies used'.

Just a thought, but being able to start on a random planet with your own faction in the default sector would be amazing. perhaps generate a new system for the player near the other core factions?
Someone's requested a similar thing recently. My idea was to find a suitably high-value planet in the existing core worlds and make it a player colony (this means sharing a star system with an existing faction, most likely).

actually, i rather like buddy's idea of duhzak, or penelope's. core, but still yer own.

Just a thought, but being able to start on a random planet with your own faction in the default sector would be amazing. perhaps generate a new system for the player near the other core factions?

Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: June 10, 2021, 12:34:09 PM »
Figured out why the not-pirates are appearing in main sector and fighting the pirate faction.

Remove the "makesPirateBases":true, tag in beyond_red's faction file, so they don't spawn pirate bases.

thank you. now to find out how to remove them from a save

General Discussion / Re: the #1 reason I don't play this game
« on: June 10, 2021, 11:00:18 AM »
So i've recently been noticing a completely new issue i havent seen anyone mention here yet. and while it is possible this is the result of one of my mods (i smashed in like a dozen new ones with this run), it might just be the result of trying new heavy-shielded ship loadouts. anyway, the issue is this; while being shot, especially at longer ranges, my ships are frequently dropping their shields even with low, or even zero, flux. i started noticing this when i starting stacking shield hullmods/skills together. with the hero skill to drop hard flux, and the hullmods to reduce passive flux from shields, as well as stacking vents/extra flux, i've set up ships that could endure everything from one mid sized, or several smaller, while also firing, and still be flux negative. and yet my ships will STILL drop shields when they have no reason to do so, taking hits on armor, or even hull, that could have easily been avoided.

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