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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Kakroom

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1
This looks really neat

I'm excited to see how it gets used

2
Suggestions / Re: Sense of urgency
« on: September 22, 2022, 06:01:04 PM »
The age idea has come up at least once before

I like it a lot, it's a natural way of encouraging the player to do things without being too video gamey. It is funny that of all the games in this genre only one of the very first had a mechanic like this. Pirates! Is pretty much the gold standard, basically all games should be Pirates!

3
Is it possible to sell planets to factions in Nex or just transfer them?
I could have sworn I remember being able to sell them as well as buy them but I could be wrong.

You can take on conquer missions which provide a bounty payout after you transfer the market

4
General Discussion / Re: 3 years since the Sseth video
« on: August 03, 2022, 11:28:54 AM »
As someone who bought the game because of Sseth's video I think it is funny and conveys a lot but overstates Vanilla's emphasis on developing a "living breathing world." There's a lot of scattered references throughout the video to various mods that make me baselessly speculate Sseth had trouble disconnecting the experience of a modded game to the base one, but I have nothing to support that

I am glad it exists though, otherwise I never would have heard about Starsector

5
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
« on: August 01, 2022, 12:23:00 PM »
This is a really neat mod, and I've been enjoying playing with it.

Thank you! I'm glad you're enjoying the mod!

I did have one thought though, about the overall setting of the game world. Like... the sector is in a pretty poor state, and there's some worlds, like... Asharu, that was partially terraformed before the Collapse. So to me anyway, it suggests that terraforming isn't exactly commonplace, the sector lacking either the technology or the political will, to restart the various partially complete terraforming projects.

So what I was thinking, was that the various terraforming buildings, like the atmosphere processor, could be like the "Planetary Shielding" building, in that you need to find the blueprint to build them, before you can start terraforming everywhere. Or, maybe that could be a setting that individual players could choose - whether to start with all buildings available, or have to explore the sector for blueprints. (it'd be an interesting story, finding blueprints for terraforming techs, in the ruins of an abandoned planet, out on the far reaches of the sector).


I rather like this idea, especially considering how lonely planetary shielding is as an industry blueprint

6
Suggestions / Re: Megastructures.
« on: July 29, 2022, 07:58:18 PM »
I feel like Starsector exists less in the realm of Stellarisian speculative playgrounds for stuff like this and more of the realm where getting a stable transtellar logistics chain in place is a drastic achievement. That's part of what I like about it; even though the scale is technically "smaller" than something Stellaris or endless space it uses more of the space in its world so that it feels just as vast.

I do like stuff like hypershunts but as exceptions to the rule rather than members of species. The control and use of a hypershunt should ideally be enough to shift the power balance in the sector to somebody's favor, like a protomolecule or something, imo

7
Mods / Re: [0.95.1a] Realistic Combat 1.9.0
« on: July 29, 2022, 07:37:52 PM »
I think someone was right about the Project Taffeta, I think the shrapnel is appearing inside the ship. Just had a cruiser with 3 equipped Project Taffeta's pen my angled shield Shunted super armored Bishamonten (Musashi) and insta kill me. Funny thing was i was in tactical view momentarily when they hit, and I could see the shots ricocheting inside shipwreck very rapidly causing ridiculous damage numbers. I tried hitting fleet again and and sending my other ships into fight while spectating nothing (testing) and that lead to an interesting result. It was almost like the game couldn't handle showing the ricochets on screen but when it happens off screen to other ships the game continues.

Video of said explosion of Castigator in that fleet test. game handled it fine as this was about 10 seconds after its death, filmed it as I dragged camera back over Castigator, and you can see how frames ground to halt due to massive number of projectiles ricocheting inside wreck.

I'm having this problem

8
Mods / Re: [0.95.1a] Realistic Combat 1.9.0
« on: July 27, 2022, 09:38:19 PM »
I know I gush about this mod a lot, probably too much, but I like it a lot. I would like to notate somethings I continue to notice and like about it

+I am actually using energy projectile weapons now. Autopulse and other pulse weapons have a much greater bite to them now that they actually fly like bullets. Thermal pulse cannons have never been more impressive. I sometimes even use them in preference to beams, though
+Beams' much greater range owing to their diffraction turns battles into laser raves. THIS IS NOT A COMPLAINT. I LOVE THE LASER RAVES. It conveys the vast scale of the battlespace and the sheer speed of what the beam is composed of very well. It feels like space.
+I greatly appreciate the diminished emphasis on ranges for weapons. Mostly everything has a good enough range on it that it having slightly less of a reach than its competitors will not lead me to discount a cool or interesting weapon. Those twin anumis superheavies my pocket dreadnought just fired might have just missed their target but for the first time in this game Isaac Newton is finally the DEADLIEST SON OF A *** IN SPACE because you can be sure they're going to hit something at some point. It just gives these giant cannons a tangibility and mass that I don't get from the vanilla game.
+Missiles have speed. They don't mosey along like your grandpa's buick at five miles an hour. They are moving with a purpose and they ARE COMING TO KILL YOU. They feel terrifying and impossible and everything missiles should be and I love them so much. I love my annihilators. They are my babies.
+I know it's been causing some problems but I really like the increased range of small and medium mounts. It makes vulcans and flak cannons and other weapons I once considered mundane seem different or in a new light.


For these reasons and many many others... I'm never playing without this mod again. The only complaint I really have right now is that at least some guided missiles still need some fine tuning due to earlier problems of them swarming around their targets until they run out of fuel persisting in at least one instance, Tahlan's fount swarmer. However the coherence of this mod with so many other mods is very impressive to me and I am so very grateful it continues to be refined and supported 

9
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: July 27, 2022, 09:21:19 AM »
Anyone experiencing an issue where they can't park a cryosleeper over their planet? I've got one but when I confirm the order to park it, it says in orange: " NullPointerException: null " Would someone know how to resolve this issue?

It is unlikely that you would receive help with this problem as most modders disavow BTS as (at the moment) irreparably broken. However if you were to it would probably help for you to post the "starsector.log" file that exists in starsector- core just after the error occurs. This will allow someone to diagnose the issue

10
Mods / Re: [0.95.1a] Realistic Combat 1.8.0
« on: July 25, 2022, 11:31:17 AM »
This mod actually gives ion pulsers aesthetic teeth

11
Mods / Re: [0.95.1a] Realistic Combat 1.8.0
« on: July 24, 2022, 11:32:06 AM »
So I've run into a bit of a roadblock. I've been trying for the last few hours to get this mod to work alongside my other mods, even cutting them down to just what is necessary (such as magiclib and the like) but unless I run the game with only RC enabled, the game will fail to boot. It loads normally and there are minimal errors/warnings in the log until the bar fills and my mouse curser turns into a loading wheel and will load infinitely until closing the program. The final error message on the log when this happens is as follows:

350702 [Thread-3] ERROR ProxyTools  - Throwable from method named 'getProjectileSpeed'
java.lang.invoke.WrongMethodTypeException: cannot convert MethodHandle(N,MutableShipStatsAPI,WeaponAPI)float to (WeaponSpecAPI)float
   at java.lang.invoke.MethodHandle.asTypeUncached(MethodHandle.java:775)
   at java.lang.invoke.MethodHandle.asType(MethodHandle.java:761)
   at java.lang.invoke.Invokers.checkGenericType(Invokers.java:321)
   at proxies.ProjectileWeaponSpecProxy.getProjectileSpeed(ProjectileWeaponSpecProxy.java:129)
   at scripts.WeaponStats.modifyProjectileWeaponSpec(WeaponStats.java:132)
   at scripts.WeaponStats.modifyWeaponSpec(WeaponStats.java:209)
   at plugins.ModPlugin.modifyAllWeaponSpecs(ModPlugin.java:92)
   at plugins.ModPlugin.modifySpecs(ModPlugin.java:109)
   at plugins.ModPlugin.onApplicationLoad(ModPlugin.java:115)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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(Thread.java:748)

Additionally, I went into the mods config file and disabled the total conversion tag but this didn't seem to make a difference outside of the mod loader itself.

I had this problem until this morning. I believe liral released an unannounced patch and it's fixed in the new version

12
Modding / Re: Custom Commodity Implimentation?
« on: July 23, 2022, 11:35:40 PM »
I wonder if crew replacer https://fractalsoftworks.com/forum/index.php?topic=24249.0 could be useful for this? It certainly sounds like it's trying to do something similar.

The author of crew replacer explains why that mod is currently incompatible with Nexerelin in that very thread, which is central to the idea of this mod. Nexerelin adds a lot of jobs for marines, crew and such that the author has not yet set about to decoding and making completable by other commodities... or something. I fail to grasp the details

13
Mods / Re: [0.95.1a] Realistic Combat 1.5.0
« on: July 20, 2022, 03:06:22 PM »


edit: Actually, after reloading that save and replaying that fight with Realistic Combat off, it felt significantly more cramped and too close-quarters in vanilla by comparison. I might try the rest of this run with Realistic Combat on. Most weapons definitely need to be rebalanced though, the Devastator Cannon is just way too good in RC and Harpoons are overperforming like crazy. My Dominators with triple Harpoon MRM Pods absolutely decimated the enemy fleet with their opening salvos, those things are just too fast to be intercepted

The keyword is cramped. It's difficult to  go back after being spoiled.

14
Suggestions / Re: Please remove the "per hull" production limit.
« on: July 18, 2022, 04:50:10 PM »
I'm almost certain it's a balancing thing

All I can do is echo the sentiment that it's irritating

15
Mods / Re: [0.95.1a] Better Colonies 1.7
« on: July 18, 2022, 08:50:47 AM »
I wasn't expecting to see the Luddic subpopulation event so soon

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