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News:

Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - Radicaljack

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1
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: April 30, 2022, 04:26:40 PM »
Hopefully the Odyssey actually appears in this patch, and the terminator drones AI improvement is a welcome piece of news, really really excited to see what shakes out in this patch, excited to see so much work done already!

2
General Discussion / Re: Termination Sequence
« on: April 22, 2022, 07:46:09 AM »
Does anyone have a decent guide to disable this system? I hate watching the AI use it at the worst time and I'd rather just not have it than bother with watching them send drones at hounds as missles envelope them.

3
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: April 22, 2022, 07:23:53 AM »
Is there any plans on making the Odyssey show up in TT fleets?

Seems odd that one of the more unique TT ships doesn't ever ever get used in game.

Also noticing the Tempest system is still used horribly, there's gotta be a less AI failure prone system it could have.

4
Escape Velocity and EV:Nova for me are the games that made this feel so appealing. Similar premise but Starsector does everything 10x better.

5
After spending so much time on it the only way to see any flaws will be releasing it, since it sounds like you've really gone in deep on this version I'd say go with what you have, sand the edges down, and wait for things to break for everyone else. Starsector iscomplex in its variations of what the AI will do with different ships, weapons, and captains. Add in another person's playstyle and desires and you get a very complicated set of variables dictating if it feels fun. It's not like there aren't hundreds of other really amazing modders for Starsector, but AO is really the sole TC for a reason, it's a complete rework of combat and that's by far the most intensive thing. Alex spends so much time tweaking and re-tweaking the base game every patch, having that to sort thru plust your own versions of battle is gonna be a fun time to go thru. March is the last truly *** month in my area so it'd be a good time to test this beast out. Good luck!

6
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: February 07, 2022, 11:12:38 PM »
Yeah my biggest irritation with the 95a build was skills, but it's so much nicer with the 95.1 build. I recently convinced a few people that never game to try Starsector, I was afraid they'd all find it too hard or they'd get frustrated instead they have all become addicts and are asking me for other things like it. Sadly there's not much that fits the perfect niche it occupies but I hope they enjoy some other indy work as much as they've enjoyed this. this build in particular and the story being developed have made this yet again one of my favorite games of all time. Thanks for keeping up with it! So interested to see what comes next.

7
How well is this working with the new update? Spooling up another run and I always follow that up with a good ol AO run because it's just such a fantastic piece of work.

8
General Discussion / Re: Mod to remove DP limits
« on: January 15, 2022, 10:04:18 PM »
In Starsector/starsector-core/data/config/settings.json there are some values you can change.

"minBattleSize":200, # in supplies-to-recover. min value for settings slider
"defaultBattleSize":400, # in supplies-to-recover. starting value for settings slider
"maxBattleSize":400, # in supplies-to-recover. max value for settings slider
"stationDeploymentBonusMult":1, # battlesize is increased by (station cost * this) deployment points
"minFractionOfBattleSizeForSmallerSide":0.4,

Specifically, maxBattleSize can be increased to larger values, although putting more ships on the field may (or may not) have an adverse effect on combat performance depending on your computer.  You could set it to 1000, and then send the in game slider setting all the way up to 1000, and set minFractionOfBattleSizeForSmallerSide to 0.5 while you are at it, and you'd be guaranteed a 500 DP deployment each time, for example.

Thanks a lot! Not worried about performance, just want to be able to field all my ships vs remnant fleets, makes no sense to me why the handicap is still so severe because of officer spam.

9
General Discussion / Mod to remove DP limits
« on: January 15, 2022, 07:15:05 PM »
I've tried looking and feel like I'm missing something obvious, I just would like a mod to get rid of the DP limits on battles, I hate the officer related rules, makes fighting remnants a matter of annoyance bringing 4 ships at a time, and capturing points for the abilty to field your fleet is just not fun to me. Is there an easier work around or a mod that exists already?

10
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 12, 2021, 03:44:19 PM »
You could always do that, especially with illegal drugs and whatever else was lying around. I usually start off like that then go exploring and fight for fun. Trading is always gonna be the most profitable unless bounties get buffed.

11
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: December 02, 2021, 05:38:46 PM »
Alex, how close is the second batch of patch notes?  :P

always my favorite thing to read, the intial ones are great but i start checking daily after the second batch comes out, furiously refreshing in hopes that i'll see the glorious "released" tag. Honestly the list of changes already is very impressive, eager to test them out. Alex killing it as always and the suggestions from the community are so massive that he's sure to have any number of ideas to pull from for any issues.

12
Now, this poor soul is as doomed to follow this game and waste weeks if not months of his life in this game.

Victory!

13
That's probably the part of it I find the worst to be honest.

14
I'm sure anyone eager for this to come out will have plenty of (hopefully) positive and meaningful feedback to give you on it, like you said the numbers are easy to change, it's the code that seems a bit intense to figure out for me. Will be interesting to see how the AO and AC fair in this new environment. The RC 14 did a lot of good steps on fixing issues the game had, I do think Archean Order will do well in .95, and like I said people will be sure to find the things that are really out of place fast, even in the base game those things all kinda stood out to people right away.

15
Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0
« on: April 17, 2021, 06:46:38 PM »
Targeting Analysis: it's a bit weird the bonus is just to capital ships now.
Impact Mitigation: it now protects from small strength hits more than bigger hits, which I'm not sure is a good idea.
Standoff Tactics: it's better than Ranged Spec, since it works for more than two ships in the game.
Phase Mastery, Phase Corps: I suspect they will still be problematic.
Systems Expertise: it's a real shame you nerfed it, because it was pretty fun for most ships that aren't Doom.
Missile Specialisation: it stacks with ECCM, missiles are so fast now.
Officer Training: spend story points to spend story points... Come on.
Energy Weapon Mastery: what's up with that EMP resistance? It's not much, but it's weird it's there.
Special Modifications: again, spend story points to spend story points.
Automated Ships: it's hilariously OP now. Getting a Radiant for a single skill point is incredible value.
Colony skills: they presumably are the best moneymaker skills, making other (mostly industry) skills obsolete. It's in a similar position as Automated Ships, in that it isn't immediately strong, only after you can get what makes it strong, but then it blows other skills out of the water.

I also have more fundamental issues with what you're doing with those skills, but you have heard about them already.

Tis a mod, and a customisable one at that, the base game skill tree is hilariously out of balance as it is, why the intense scrutiny for this?

Big fan of this OP, will let you know if any issues come up!

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