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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 - ModdedLaharl

Pages: [1] 2 3
1
Mods / Re: [0.95a] Caymon's Ship Pack v1.1.5
« on: July 13, 2022, 09:38:10 PM »
The Vritra is completely awful and needs to be if not completely reworked, then just removed. I get that it's a sort of puzzle enemy, but against serious remnant fleets where I can't really get behind it since it has several friends, it's just an invulnerable tank, which is the last thing the Remnant need.

2
Modding / Re: [0.95.1a-RC6] Trophy s-mods [0.7.0]
« on: June 03, 2022, 03:33:48 PM »
Got a crash with  Apex Design Collective.

java.lang.NullPointerException
   at com.fs.starfarer.settings.B.setCenter(Unknown Source)
   at data.hullmods.ApexSpectrumFuel.applyEffectsAfterShipCreation(ApexSpectrumFuel.java:73)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)

Also happens with Apex' cargo variation. This keeps happening despite me setting the weight of the hullmod to -1000 in the config, regardless what kind of ID I used to identify the hullmod.

3
Mods / Re: [0.95a] Automated Commands
« on: July 21, 2021, 04:43:55 PM »
I would vote in favor of random personalities on all fleets. I will say though, that for my own personal ships, some kind of indication which personality it has would be nice so that I know *before* I start a fight and it burns right into the enemy's face without backup, for example.

4
Modding / Re: [0.95a-RC15] Trophy s-mods [0.4.0]
« on: July 20, 2021, 10:52:34 PM »
You might want to include a blacklist. I threw it into my campaign and it mostly pulls from Automatic Orders and hullmods that are supposed to be exclusive to certain classes of ships.

5
Modding / Re: [0.95a] Arbworks ships
« on: June 27, 2021, 12:40:36 AM »
GORGEOUS sprites. I'll see how it plays.

6
Modding / Re: [0.95a-RC15] Trophy s-mods [0.2.0]
« on: June 09, 2021, 11:20:45 PM »
Definitely needs a big fat healthy injection of randomness shoved into it. Possibly also see if you can get it working with mod-added hullmods?

7
Modding / Re: [0.95a-RC15] Trophy s-mods
« on: June 05, 2021, 08:06:17 PM »
A mod that sticks a big spiky shaft up the arse of story points and replaces them with something that actually makes in-game sense and bringing it closer to a mechanic that's fun to engage with? Why I do believe you just earned my love. I'll be including this in my stream loadout and will happily render testing aid if you need

8
General Discussion / Starsector Spoiler Scramble - 0.95 Tournament
« on: May 30, 2021, 10:10:14 AM »
Howdy! So, Deskup's doin' this tournament where a buncha yahoos submitted fleets to try and beat the doritos offa him. S'all AI controlled, but from what I've heard there's some pretty great submissions. The win condition is to beat Deskup with the cheapest fleet possible.

The whole big tournament is bein' streamed and hosted by yours truly at https://www.twitch.tv/moddedlaharl. Thaago'll be cohostin' though, so no worries, if y'can't stand me you've got him! I wouldn't blame you.

It's happenin' at 18:00 GMT today, otherwise known as 'in about fifty minutes'. Should probably make this post further in advance next time really.


9
General Discussion / Re: A Professional Critique Of Story Points
« on: May 11, 2021, 11:25:09 AM »
Admittedly I love XCOM to death, but the things you mentioned are indeed things I personally didn't care for. I much prefer the XCOM2 Long War mod, which essentially removes the things you mentioned and gives the strategy layer more depth. I'm willing to be forgiving of the first XCOM since the strategy layer was kind of false, and really only served as an interface between base time and tactical missions.

10
General Discussion / Re: A Professional Critique Of Story Points
« on: May 11, 2021, 11:02:38 AM »
See, I agree with you, it should be something the player goes out of their way for. But if we're already doing that, why shouldn't the reward be something that actually has to do with the game world, something that already makes sense in context, already has meaning to the systems and mechanics you've been learning, has some actual weight?

D'you know what convinces me to go out of my way in Sandbox/RPGs like Skyrim? Shiny treasures, awesome fights, hidden questlines, or hell, maybe just a really really pretty view. In Starbound, I do it to find new materials for my lab and seek out new weapons. In Terraria, I do it to find the treasures I need to hit the next goalpost or just for the sake of exploring the world. In 7 Days To Die, I do it to survive and get every advantage I can. In Rimworld (Yes, very different, but some concepts are shared) I do it to acquire things that my colony doesn't have access to or to go explore something I heard about.

And in Starsector, I do it for the joy of exploration, to find blueprints that I will immediately sell to pirates, to find new planets or ships or treasures, to find the neat hidden quests and unholy fights that await me in the depths of space, and to experience whatever organic stuff happens on the way, which is always one of my favorite parts; stuff that can just happen because of how organically and well simulated the world is. Again, Skyrim makes a good case. ...Once you've modded all the bugs and stupid out, that is.

The only reason I would ever go out of my way for something intangible is for bragging rights; if it's some magic token put in purely as a reward for dedicated players, and if you find them all you get an achievement called cheesecake or something. A nod from the dev to me that they appreciate how much I'm putting into their game. Sure, it's a little unimmersive, but as long as it doesn't affect the actual game then it's just kind of nice and I can enjoy it and move on.

11
General Discussion / Re: A Professional Critique Of Story Points
« on: May 11, 2021, 10:28:04 AM »
Regarding the topic starter post - sometimes less is more. I wish the author to be more concise. And using fancy colors to, supposedly, make your argument stronger is some next level infantilism.

Regarding story points - I think they are fine. I havent seen no game using a similar mechanic, and inventing something new in gaming industry is an achievement of its own. SP are an interesting addition to the game, that is not mandatory - if you dont like it, dont use it. Some people dont like trading, some people dont like raiding, and thats okay. Just enjoy the game the way you want.

I could've made a short post. But I don't think it'd have been worth my time or offered enough detail for it to be clear what I think, why, and what I think should be done. I think it would have been either ignored, misunderstood, or devolved into a twenty-page argument because I didn't make everything clear from the outset. I used colors and text effects to ease readability and provide emphasis, not because it makes my argument stronger. Saying it's infantile of me... Is pretty infantile.

Furthermore, as has already been thoroughly established in this thread, story points are not even slightly new to games. Perhaps to this genre of games it might be uncommon, but Starsector's genre is a little blurry. Additionally, something being new does not mean it is good, and that's the point of this post; Story Points are currently implemented to be an integral system, not something that can be ignored, and given the weaknesses they have I felt it was worth my time to write out this whole long essay about what I believe the problems are with that. In excessive detail and with examples of where every instance could be fixed.

12
General Discussion / Re: A Professional Critique Of Story Points
« on: May 11, 2021, 10:13:32 AM »
Even if we do choose to go further with the idea of RPG elements, I'd argue that ultimately story points are still an unnecessary and very washed-out placeholder for much more engaging ideas. In terms of interpersonal stuff, even if you didn't put a second's worth of more work into it, the reputation system that already exists... Is there, and frankly could use being more useful other than on a faction level.

This isn't a tabletop, nor does it resemble one. And even in tabletops, 'GM points' are something I more tolerate than want. If I do something heroic, my reward should be being a hero. If the GM really wants to award me, maybe give me a feat (read: skill), more experience points, or maybe there was a treasure involved behind the nasty monster / from the grateful civilians. That's solid. That's tangible, real, immersive, and allows me to feel like 'Yes, I earned this, and I can't wait to use it'.

Fighting an IBB fleet is hard, long, and often requires me to think on my feet to adjust my strategy and come out alive. My reward, though, is tangible; here's a not-insignificant amount of credits (Yes these are a bit easy right now; I would say make them less easy so I actually want to do trading and bounties and be selective about colonies, and also ships are way too cheap), here's some reputation, and here's a big salvage pile full of some probably nice ships and also a unique one, have fun with that mate.

That's the crux of this issue that I don't think there's a lot of defense for. Story points are far too easy, far too disconnected, essentially meaningless, and either let you cheat the game in ways where there were obviously better options, or they artificially prevent you from doing things that have no business having a magic paywall.

13
Modding / Re: [0.95a] Steel Cardinal Armada
« on: May 04, 2021, 07:57:07 PM »
This looks good. I like the sharp but heavy metal design. I'll give these a try.

14
General Discussion / Re: A Professional Critique Of Story Points
« on: May 04, 2021, 07:47:49 PM »
To Syfer3K and also kind of to Megas and Pappus: Uh, well, I had a response, but Amoebka actually does it more justice, so. Yeah, that. The game needs better failure handling; should be more like a sandbox and less like an RPG in that regard. But even then, I've known RPGs that had decent fail-states.

To Shad: Talk sweet to me baby. I actually really like the concept of salvage point pools. That would also allow for incentivizing salvage-centric ships. It would be... A little arbitrary, not quite rubbing me the right way, but I can't deny the mechanical advantages.

To Ramiel/Wyvern: While I agree that Hyperspace needs work I'd be against its removal. I'm actually quite fond of the sense of distance and grandeur I get from it, and I also like sometimes being a skeevy pirate in a place where I don't have to transponder anything, and just victimize trade fleets and unlucky pirates.

15
Y'know, I didn't feel all that confused about this myself until this thread started, and I have to admit that I'm not sure what your numbers mean there, SCC. Integrated armor has a reduced effect on damage reduction?

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