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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Helldiver

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Mods / Re: [0.95.1a][v1.0.0] Realistic Combat
« on: July 07, 2022, 11:17:02 PM »
If the armor, penetration and damage mechanics work as advertised in the spoiler then this is a revolutionary advancement for Starsector.

Just how much work went into this?

the sounds seem to have no volume fall-off - which is really unpleasant if you've got let's say, a couple of ships with Pinakas anywhere on the battlefield and the entire soundscape becomes Pinakas.

Convert the relevant sound files to mono to fix the issue. Starsector's poor sound code doesn't handle stereo files for combat effects - its fake positional audio breaks and will play stereo sounds at full volume regardless of camera position. It's sad to have to downgrade all sounds like this but AFAIK there's no other way until the game eventually gets proper audio.

Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: June 04, 2022, 09:39:51 PM »
Doppler, mainline carrier with recall device and three fighter bays. The Lorentz (formerly TheEND) has been retconned as a special phase retrofit of this ship.

Mmmmh, phase carriers.

But taking away hours of gameplay with a couple of dice rolls is really unfair

What does that even mean. Stated victories are just a milestone thing that indicates that a faction/alliance reached a certain goal, it doesn't stop your campaign in any way.

Is the "Free port NPC offset" colony growth malus from Nex? If so, is there a way to disable it?

Mods / Re: [0.95a] Terraforming and Station Construction (v8.1.1)
« on: June 01, 2022, 05:01:13 PM »
Thanks for the quick answers.

Mods / Re: [0.95a] Terraforming and Station Construction (v8.1.1)
« on: June 01, 2022, 04:32:30 PM »
I'm glad you're enjoying the mod!

Yes, the condition overrides are still applied even if the related features are disabled. As far as I know, there are no compatibility problems with any other mod related to the condition overrides, and they don't change drop tables. If you're still worried, you can delete or comment out all the conditions in the market conditions csv file to stop the overriding.

I've tried to keep the features page updated - what features did you notice are missing?

The newer structures that require the user to enable them in the settings for example, like the Harmonic Damper or the Planet Cracker - unless a player looked at past changelogs, they may not know about them without having already downloaded the mod and looked at its files.

I have another question and a piece of feedback:

Do stations built in a system already claimed by another non-commissioned faction eventually trigger the launch of saturation bombardment fleets the same way planetary colonies do? Or are they exempt from that rule?

When a station is done building, the standard "You fleet goes into orbit around x" screen pops up. If you have stations set to instantly complete that's fine (you're on top of it), but if you don't (delayed construction option turned on) that screen will appear no matter how far you are from the station when it completes - allowing you to interact with it as if you were there (i.e able to visit the bar).

Mods / Re: [0.95a] Terraforming and Station Construction (v8.1.1)
« on: May 31, 2022, 07:15:43 PM »
I have a question regarding the overwrites for vanilla market conditions in market_conditions.csv.

Will they still be used even if I disable all terraforming features that relate to them (I disabled everything except being able to create mining stations in the settings file, including the "no atmosphere" change) ?
I ask because they seem to be applied regardless (different icon for solar array condition for example), and I'm scared they might interact poorly with some other mods (i.e if the ruins overwrites are to change their drops).

Besides that, thanks for this great mod. I think that you should update the features section of the first post eventually, much that has been added over time isn't there and new players may not realize just how much this mod can add to the game!

It is in the industry's script: Industry.isAvailableToBuild() and Industry.showWhenUnavailable()


What determines whether an industry is player-buildable or not? My weak java-fu can't find anything and I don't see anything in industries.csv that would affect that either.

How does one modify the text messages that appear on the center top of the screen on the campaign view ("Game paused"/"Game resumed" and so on) ?

Modding / Re: [0.95a] Another random SWP
« on: May 08, 2022, 07:30:56 PM »
Grats on the update!

Blog Posts / Re: Uniquifying the Factions, Part 2
« on: May 08, 2022, 07:28:21 PM »
The new SD lore reads like something out of a parody or a cartoon. Even the "IRL equivalents" aren't nearly this comical. It's beyond on the nose and clownish, I'm already dreading what's coming next for "faction lore".

Nexerelin allows for easy description changes for markets changing hands.
Look for captured_planet_descs.csv in its files to set up custom descriptions based on factions. You'll have to write the descriptions themselves in descriptions.csv.

Mods / Re: [0.95.1a] Outer Rim Alliance v0.94rc2 (2022/02/27)
« on: April 27, 2022, 11:05:40 AM »
Your destroyers and cruisers all need to have their maneuverability decreased by about 30-40%.  Or inertia increased by about that amount.  Or something.  They bounce around like yo-yos, not spaceships.  A Hammerhead is a lumbering cow by comparison and even a Shrike would be hard put to it to match even a few of these back-and-forth maneuvers.

I can't speak to the capitals as I haven't fought them yet but the midsize ships are annoyingly stupid enough I don't want to try.

Could be because of the reworked Attitude Jets and rebalanced ship speed stats from the very last update? I use a custom build that retained the slower but longer-lasting old jets and an inbetween balance of ship speed between last and second to last update and I don't notice ships bouncing around.

On things found in the last update, I have two pieces of feedback:

The new broadsider shield mod should be shown rather than hidden. Right now there is no way for a player to know that it exists without reading patch notes or looking into mod files and no way to know which ships have it or don't without testing them one by one in sim.

On weapon balance good stuff overall, but the Litany Thrower losing the ammo mechanic is sad as ORA no longer has an ammo-based energy weapon for each mount size, which gave them some identity as a faction that makes good use out of ammo hullmods on ships of any size.

Otherwise good work as usual. I like the star system-specific music tracks, very fitting. Plasma jets is a much more practical system for the Harmony and the Discernment's new support system is more thematic.
Forgot: Coordinated Engagement's approximate range should be indicated in the description -had to look in files to check range- and there should be a visual range circle when activated ingame (as seen in other similar mod systems) for clarity. Right now it's hard to tell how close ships need to be to get tagged by it until they're already close enough and get the shimmer effect.

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