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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 - Helldiver

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Mods / Re: [0.95a] BigBeans Ship Compilation + Optional Submod
« on: September 27, 2021, 10:19:46 AM »
I've been digging around various mods to see how the interact with Nex's mining mini game and I note they all have a config folder in the data folder "\data\config\exerelin" which has two files 1 for mining weapons and one for mining ships. I notice your mod lacks those files and I guess that is the difference. Sorry if I am being a busy body but I am trying to understand how mining from various mods interact with Nex.

On top of the mining_ships.csv and mining_weapons.csv files that you've described, mining values can also be set in modSettings.json (found in \data\config) under the lines "mining_ship_strengths" and "mining_weapon_strengths". This is how Nexerelin does it in its own folders for vanilla stuff and how some mods like Scy do it.

Mods / Re: [0.95a] Roider Union 1.2.2
« on: September 27, 2021, 05:14:27 AM »

First are foremost your mod is my favorite faction to play as. I do have a question though regarding the breaker drone. When I ask for the list of weapons and ships that can mine, it does not show up on the list. As is is armed with mining equipment, I had assumed it had the same mining stats as say the lr mining pod which is similar. Is is just not flagged with mining or does is not help when mining by design? Silly little question I know but I want to keep my fleet Roider stock as possible.

A fellow Rockhopper

The Breaker drones' Blasting Lasers are definitely taken into account for mining, add and remove Breakers from a ship and you'll see the difference when asking to list mining ships in your fleet. As for why Breaker drones don't appear in the fighter wings part of the list of "ships and weapons that can mine", I forgot. But they work fine.

Suggestions / Re: A ruler for the map.
« on: September 26, 2021, 03:27:38 PM »

A simple ruler tool to check distance between any two points would be very useful.

Mods / Re: [0.95a] Roider Union 1.2.2
« on: September 26, 2021, 03:22:42 PM »
The Wrecker is an Eagle conversion combined with strange technology found in the fringe.

The new frigate, on the other hand, is not a conversion, not a Roider design, and nobody is sure where, who, or what they got it from.

Oooh, that's interesting. It changes the image I had of the faction. Maybe not simply "space miners banding together" and something more mysterious.
Excited for the update. This mod will never be off my modlist for as long as it exists.

Mods / Re: [0.95a] Roider Union 1.2.2
« on: September 26, 2021, 02:55:36 PM »
I'm just going to second this, and also add; if you're not trying a Roider playthrough at least once, you're missing out. Put on some dark, instrumental music, turn the lights down, and do a hardscrabble run with a Roider fleet, and it'll freshen the game up for you in a way you didn't know you needed.

Add my voice to this, and I recommend the wonderful Starpocalypse mod for such a playthrough as the way it makes pristine military ships harder to acquire makes the Roider refit service IMMENSELY more useful, and one of the few ways to obtain D-free combat ships reliably out of the many civvie wrecks you can find, mothball and tow back in the sector. The space trucker dream, just add 80's road radio.

Switch out built-in Breaker drones for defense drones with the new Tracker Swap hullmod!

Will these defense drones be able to escort friendly ships at range (allowing a Comboy-class to become a pure support ship)?

I'm interested in the lore of the Wrecker, as it doesn't look anything like previous Roider ships and doesn't look like a refit. Is the Roider Union now able to design and produce original warships, making them a bigger actor in the sector?

Mods / Re: [0.95a] Automated Commands
« on: September 26, 2021, 11:24:48 AM »
Some very useful features in this, per-ship personality control for non-officered ships from old Automatic Orders especially. Many thanks for taking over that function.

Suggestions / Re: Slipstream opposite: slow fields
« on: September 26, 2021, 11:10:52 AM »
Alex: *implements a new feature to make hyperspace travel less tedious and boring*
Gothars: "I'm gonna stop you right there..."

No offense but high valued loot is already protected by, you know. Getting to the edge of the map is already such a hassle, why would you make that even more miserable.

How is getting to the edge of the map "such a hassle" though? The vanilla map is very small and it takes barely minutes to reach any edge even without speeding up time and even with dodging dangerous hyperspace fleets added by mods (so the upcoming added remnants won't do much).

Going to "the edge of known space" in Starsector currently takes about as much effort as walking to the gorcery store and the magic gate ability from the campaign story trivializes that even further. If slipstreams are going to further remove any difficulty something has to be added to counter that, else at this point one has to wonder how much of a joke "exploration" is and why everyone in the sector is too stupid to fly a bit in any direction to find untouched riches.

Modding / Re: [Request] Ship rarity refinements.
« on: September 21, 2021, 11:04:32 AM »
You can fine-tune it all you want, it is all for naught when adding another ship pack, even a fine tuned one, dilutes your pool.

I didn't write anything about mods not affecting each other tho! I indicated that its the mod users themselves that have to fine tune, which is not for naught - but the users must make changes to all related mods in their list simultaneously, and any new addition results in changes being needed for all previously added mods as well to retain a balance.
In my case, it must have taken a few hours total modifying each mod individually as well as vanilla files to get the wanted result between all the added ships and factions (using an edited version of SWP's recently added swp_custombattle mission as a faction "fleet tester", doing many many tests).

I don't have a problem with that though, my perspective being that the modder makes their mod with their vision and it's up to the mod user to make it fit in their own personal collection of mods since the modder can't know what the user will throw on top (and the modder already did the hard work free of charge, they're not responsible for what breaks their mod if the user uses other mods with it).

I would love to hear more about your tier suggestion since it's not in the OP (unless it's the "classes" suggestion and I'm stoopid in which case disregard this). I don't disagree with any suggestion about adding more control (more power to modding) but I don't want to see the current features go since I like them (like the suggestion to remove priorityShips or make variant weights not affect rarity).

Modding / Re: [Request] Ship rarity refinements.
« on: September 21, 2021, 10:02:30 AM »
I don't mind the current way that various factors affect "rarity", even if it requires a mod user to spend some time fine-tuning a variety of files to achieve the desired result. It gives a good amount of control once you get how it works.

I think it could do with being better explained for new modders and users though (especially "default_ship_roles" 's effects).

On a different but similar note, "weaponFrequency" and "fighterFrequency" are dearly needed pls pls pls :'(

Blog Posts / Re: A Tale of Two Tech Levels
« on: September 21, 2021, 09:47:13 AM »
I'm fine with the Venture's combat performance, being an armed freighter and not a warship. It gains a lot of value with mods that make military ships much harder to acquire, being one of the few bigger armed ships sold on the civilian market. That's even supposed to be a trait of the Venture according to its description (usually the flagship in a civilian fleet).
Though that's lost in vanilla where full-on warships are as easy to acquire as buying a bicycle.

For the Tempest, I always expected the Tempest to be weaker than the Scarab, since the Tempest is a regular high tech frigate and the Scarab is supposed to be a super-speshul prototype ship. The Scarab really shouldn't be as common as the Tempest considering that though.

Mods / Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
« on: September 19, 2021, 09:47:57 AM »
You'll be pleased to know that the DME art rework is planned to basically resurface everything to look more like Magellan ships do now, but with their own set of aesthetic flourishes.

Will they keep the white theme and fairly rounded feel? Always loved how distinct and "spacecraft-like" it made them.

Suggestions / Re: Weird AI fleet behavior defending a station.
« on: September 19, 2021, 09:40:22 AM »
and treat other posters with respect. This is an official warning.

Strange, that doesn't seem to apply to you, since you have no issues dismissing most feedback about the game's failed AI with answers that insult the end users' intelligence, implying that they are too stupid to know what good AI is from playing other games that don't have such issues (including ones that are more complex, and came out long ago on weaker hardware).

You're even using Blizzard/Riot Game's patented "toxicity" word now. Learning from the "best".

Mods / Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« on: September 18, 2021, 06:01:28 PM »
I've got another pair of questions regarding "miningVariantsOrWings":

Can it be added to the "player" faction config file and will it work as with other factions for the player's own faction's mining fleets?

Can a variant of a hull that isn't available to a faction at the start be added on that list and will the faction start using it if they "learn" the hull later?

Mods / Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
« on: September 16, 2021, 05:55:15 AM »
Sorry for the dumb question, but what does "any other modded effects will not take effect" mean exactly? Will modded effects just still use the vanilla rendering, so they aren't covered by this method (meaning no harm done), or would they stop working at all due to incompatibility (which would actually be an issue)?

They stop working at all (for example the Xhan Occuklop's engine system's green flares no longer appear).

Mods / Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« on: September 11, 2021, 08:07:32 PM »
You lose bonuses from the Ground Support hullmod and similar, so that can cost a fair bit of combat power. Also enemy fleets flying uncontested near the target will let the enemy use the Fire Support and (depending on the fleet's ECM rating) Electronic Warfare abilities, which could be pretty nasty for your troops on the ground.

I didn't even realize the enemy could use those abilities too. This really ties the campaign layer and any space battle above to the whole operation, it's even better than I thought.

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