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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - Gaaius

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1
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 02, 2023, 04:46:54 AM »
Quote
Added message explaining what's going on and what to do when there's no flagship deployed and the player starts in the command shuttle
Does this mean that the player always starts in the command shuttle if you dont deploy your flagship? - that would be ( / sounds ) annoying

Quote
Command points are no longer refunded when the last order given during a pause is cancelled
(Fundamental problem in that the same sequence of orders and a cancel could be a legitimate order or a "never mind")
On the topic of command frequency: Why does the command frequency get closed, if you exit the map?
As in, you open the map, give an order, then control you flagship for a few seconds and observe the effects of your order and then want to use the command frequency to possibly change these orders. Right noch you can only use the observe modus to view the effects, but need to hope that you flagship does not get reapered

Quote
Ordering an individual ship to retreat no longer requires a command point or opens the command frequency if that ship is out of peak time
thats good

2
Suggestions / Re: AI Frigates happily blocking friendly fire
« on: November 26, 2022, 12:56:32 AM »
Get yourself an odyssey with one HIL on auto
Fight against Dominator (short range variant) so you can keep HIL on it without doing anything
Get frigattes as allies and wait
I just had the random battle mission with Odyssey and 3 lashers, ran sim against Dominator and hat it happen twice that a lasher flies into my HIL LOF
Since the HIL was auto, i didnt kill my own lasher, maybe thats why the AI thinks its okay to fly infront, if the HIL automatically turns of?
I tried to keep the HIL on the Doms shields to not kill it accidentally, but generally left enough space for the lashers
But even on a moving battlefield, the lashers should be agile enough to not get in my LOF

3
Suggestions / Ship size in details screen
« on: November 25, 2022, 06:24:51 AM »
Add the size of ships (Frigate/Destroyer/Cruiser/Capital) to the details screens (F1, codex, refit [?]); there is space for it!

4
Suggestions / Re: Improvement for early and late game: Increase weapon loot
« on: November 24, 2022, 03:35:06 AM »
I find that this is in a very good spot right now.
This scarceness of weapons (especially good ones) makes it harde to get OP quickly and makes for a good progression.
And if your really want somthing - go to the market! Weapons are not expansive, same with ships and can be a VERY good investment if you can then do more profitable bounties.
On the topic of bounties: I find they always give enough to compensate for fuel and supplies used and you also get more weapons, ships and XP (both ingame and as a player).
And if you really want to increase your efficiency: pick multiple bounties or missions next to each other.

Never go somewhere unless two people pay you!

5
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: November 13, 2022, 12:42:06 PM »
The Swaras L missile launcher doesnt auto target ships not inside its firing cone, even though it can hit them (if i manually fire)

6
There are inconsistencies in file-suffix capitalisation:
"uaf_pd_reina" and "uaf_weiss_flk" use "PNG" as file suffix for the turret and hardpoint recoil (but not other graphics), while all other references to graphics are "png"
A Problem is that "pd_claris" only references lower case suffix "png", but two files "pd_claris_cn_hardpoint_recoil.PNG" and "pd_claris_cn_turret_recoil.PNG" use the uppercase suffix. This creates a problem on case-sensitive operating systems.

7
Mods / Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
« on: October 09, 2022, 12:47:04 AM »
"graphics/decimusmaximus.PNG" should be "graphics/decimusmaximus.png" as this is how it is referenced in other files:
src/data/scripts/world/systems/epta/seven_proelefsi_mainscript.java:    public static final String ADMIN_PORTRAIT_PATH = "graphics/portraits/decimusmaximus.png";
data/config/settings.json:         "seven_decimus":"graphics/portraits/decimusmaximus.png",
This causes problems on case-sensitive operating systems

8
sir, i believe you left this comment in the wrong thread.
yeah, you are right,
sorry i mixed these two mods (this and P9 colony group) up (as i installed both at the same time)

9
Your file:
graphics/pn/weapons/pndsilaser/v1/pn_dsi_turretbase59.PNG
should be
graphics/pn/weapons/pndsilaser/v1/pn_dsi_turretbase59.png
as this causes problems on case-sensitive os.
..also, why is the 59 the only one with a capital file-suffix ?

10
Blog Posts / Re: Skill Changes, Part 1
« on: July 03, 2021, 01:18:21 PM »
very nice,
finally i dont have to take derelict contingent AND Field repairs if i want both industry skills
or Energy wenpon mastery or Augmentet targeting for my close range ballistics ships
or Shield Mastery or Phase Mastery for my close range ballistics ships

11
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: June 27, 2021, 01:11:35 AM »
Lastly... Saw somewhere a diable supercapital, apparently existing as an expansion... Where can it be found, if its still somewhere? (think it was the ironstorm juggernaut)
Ive seen it here: https://youtu.be/blVe1HNwQW4?t=556
but also cant find anything else on it
was it once part of DA and got removed? - and why can i not find anything else regarding it?

12
Mods / Re: Fighter Expansion Rebalanced [0.95 RC15]
« on: June 05, 2021, 02:28:43 PM »
You might want to change the name of your graphics/ships/Drones and /Fighters folders to drones and fighters (all in lowercase) - since that seems to be the way you refernece the path to those graphics.
I got an error(alot) because of that and doing said thing fixed it for me.
The reason why is probably (most definetly) that my OS (Ubuntu) is case sensitive, while yours isnt.

13
Modding / [0.95a] MHP - Midline ships focusing on Hardpoints
« on: June 01, 2021, 01:30:07 PM »
This mod (currently) features 4 Frigates and 3 Destroyers build around front-facing hardpoints.
All of the Ships are Armour based, have very ineficient shields and primarily ballistic weaponslots.
The sprites are (mostly) kit-bashed from vanilla sprites.

The Ships:
Spoiler
Frigates:



Destroyers:



Pirate skins:

[close]

All the ships can be build if the appropriate blueprint package is found and they have small chances to spawn in Independent, Syndrian and Persian fleets.
This mod adds a mission to test the ships before including the mod in your current game.

Download: https://drive.google.com/file/d/18jvVLqvBWWt-xcd_viRKV3IRqc9i9klX/view?usp=sharing

I plan to add larger ships with different shapes than triangles and also some (Luddic Path & Pirate) Skins.

Changelogs:
Spoiler
05.06.2021: 0.9 Added three pirate skins
03.06.2021: 0.8 Changed shieldcolour, range and increased hardpoint arc to 5 (they cant hit anything otherwise)
01.06.2021: 0.6 Published mod
[close]

14
Modding / Re: [0.95a] HPW - hardpoint-focused hightech Ships
« on: May 19, 2021, 06:14:45 AM »
I don't want to be mean but the sprites used look like placeholders and not actual sprites
*duh* thats what i think as well - im not an artists and i learned how to vector graphics and created the sprites in 3 Days; Im also not a fan of all those small details and would rather have clean and even hulls - but yes, doesnt look good at all. Feel free to mak better ones ;) than i wont have to look at mine again
(i dont really intend to remake them / mak new ones for them, youll just have fo zoom out enought ;) )

They work now! I don't see the Deployment Point values anywhere but I hope a Cruiser with 2 large mounts, a destroyer with 2 large, 3 medium mounts and a capital with 5 front facing large mounts are way up there!
Yeah, i was too stupid too realise that the preview function actually wroks and is above the text field, instead of below (...)
And regarding the DP ... i though so too, but testing reveled, that thy just dont have the flux required to sustain them and the lack of other wepons makes them quite vulnerable.
But im open to changes (in the ships_data.csv file) / thats one reason ive posted that here and feedback ragarding balancing would be appreciated
As for the ships themself: Id say that 2L is eaquall to the mounts the sunder has, maybe even less due to no 0-Flux Missiles or PD-Slots
The Cruiser definetly has to many slots, but since it cant use all of them fully Id say its okay
And for the Capital the two turretet Ls might be too much, but again: Tests revealed them to not be able to sustain that firepower

15
Modding / [0.95a] HPW - hardpoint-focused hightech Ships
« on: May 19, 2021, 01:22:38 AM »
This mod features 1 Ship for every size, all build around frontal-facing hardpoints and using the Temporal Shell System.
They are based on the faster and mobile ships of the sector (Tempest, Sunder, Fury, Oddyssey) to be able to aim their primary weapon systems, but suffer from very high flux usage and need to freaquently disengade to vent teir flux, unless build with low power weapons.
Pictures:
Spoiler
Frigate:


Destroyer:


Cruiser:


Capital Ship:

[close]
The Ship sprites are done using vector-graphics (with inkscape) and take the weaponsmounts and bridges from vanilla sprites.

All the ships can be build if the appropriate blueprint package is found and they have small chances to spawn in Tri-tachion fleets.

This mod adds a mission to test the ships before including the mod in your current game.
Download: https://drive.google.com/file/d/1kPywoRSwho6ZdaMBOkDLAYY3QKDOXzBh/view?usp=sharing

Changelogs:
Spoiler
19.05.2021: v0.9: Published mod
[close]

I plan on releasing a similar mod for midline ships focusing on kinetic weaponry with alot more ships and kit-bashing instead of vector-graphics for the smaller ships
It is now released and can be found here: https://fractalsoftworks.com/forum/index.php?topic=21873.0

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