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Messages - Pep

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1
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: April 22, 2024, 02:05:35 AM »
is the kshatriya playable in the game yet or still WIP?  ;D
Legally distinct kshatriya is in but under name of Rajanya.
It’s a lot more polished than the wip version as you’d expect,  from what I’ve seen you can get two of them. One from the AA contact at max rep and another one patrols the MRC planet

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Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: April 20, 2024, 09:43:34 PM »
They’ handle fine as is. Sounds like you guys are using tank controls instead of the alt control method  :P

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Mods / Re: [0.97a] The Knights of Ludd
« on: February 17, 2024, 03:51:24 AM »
[Redacted] - Please at least wait a bit until spoiling it for others. Thanks! /hartley
:-X

4
Mods / Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
« on: January 29, 2024, 05:58:22 AM »
Speaking of dawn and sera, what exactly is all you can get from her if you give up valk/build rep in general? Also, is there any other event with Dawn besides the bar scene?

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General Discussion / Re: Lore: How dangerous is the Player in Starsector?
« on: January 21, 2024, 03:23:04 PM »
PC is really strong mostly cuz of game mechanics and power of the F5 key,logically speaking if things actually worked how they do in gameplay there should be a handful of pirates with the 2 braincells needed to fly 10LY from the core and loot everything by game start and be fielding paragons, or other fleet full of capitals, I won’t even talk about hegemony or tritachyon if they were actually competent

6
Mods / Re: [0.96a] Ashes of The Domain
« on: January 07, 2024, 09:33:03 AM »
Cool mod…

7
That transforming fighter is nice, hehe, wish it had shields though, it’s pretty much useless once late stage beam weapons appear (and early game if you run HMI, since it adds an absurdly high dps frag beam pirates can use )

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Mods / Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
« on: January 02, 2024, 09:57:00 AM »
I’m gonna go against the grain and say the new Watchdog isn’t abysmal like it seems to made out to b. Acting like it’s undergunned bc it doesn’t have 2 larges is absurd. We can make an argument it still is lacking in overall slots but that seems to be the entire point. It has a toggle that lets it outrange every single destroyer in the game (it has even more range buff than old watchdog)while buffing nearby ship survivability so even when it can’t fire due to LoS it’s passively strengthening the fleet and got a huge speed buff . It just sounds like ppl are trying to make it do things it’s no longe meant to instead of its new fleet support oriented role

just my .02 cents, still playing with the new stuff and the newer SS stuff in general since it’s been a while for me , VX seems to be rebranded as a more generalized harasser while Aleste is for more aggressive play but I’ll see how that shakes out in reality

9
Modding / Re: ChatGPT understands StarSector's API
« on: March 29, 2023, 11:03:02 AM »
Eh, like others mentioned, GPT doesn’t actually understand the SS API, but it is good enough to generally put together simple code if you ask it to do xyz utilizing standard Java classes. Maybe in 10-15 years it will be different, but this is tool is only useful to create basic things or helping junior level programmers.

10
Fenris pretty dramatically increases strikecraft survival, it’s a good incentive to utilize them more over other premium frigates which is something I had a bit of issue with given the playable mechs
dp value especially. The refit bonus is nice, but maybe it should be halved? Refit time

Leynos is now very, very bursty but hindered by lack of shields, Aleste is a lot more useful now that it can always melee (ship system was p useless otherwise for ai)

Ceylon is a cool HVB, and I think spriggan works as a more support type but I’m still figuring out a good setup for it. What determines the strength of units for cataphract strike exactly?

11
Thanks for update! I can finally use wingcom on cathedral!I spot big, looks like the AI hullmod can be installed without the requisite AI Core lol

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Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: April 22, 2022, 02:27:52 AM »
Sure, I have no issue with that!

Thanks so much
For the other 2 interested, all the wanzers are added and playable already,,, however they are mostly faithful conversions with the esception of having wingcom on them all..I need to get some help from shoi to see if I can make them a little more customable but I’ll post a link here when it’s ready!

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Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: April 20, 2022, 09:55:18 PM »
Created an account just to say this is my favourite faction mod.
Thanks!

What's the third transforming ship? I found the other two, but can't find that one.
You can find the last one in Outer Terminus, guarding the planet.

Thanks! Do you have any plans to make fighter Wanzers able to be flown on their own, like Arma Armatura?

Hi, I made a sub mod that does this, is it okay for me to post it? The AA author is okay with it but told me to check here too

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I was able to make mini mod that makes diable mechs playable like the ones here,,, can I post it?

15
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.3a
« on: April 15, 2022, 12:43:33 AM »
Then you really need to take some time away from the Discord and it's culture. The Legio are also now basically an "always turn them off" deal, and in the worst case users will need to check your mods for any other stealth balance changes to other mods.

This is incredibly disappointing and it's an actual, no-nonsense Pandora's Box for modding. Mods, even parts of mods, attempting to alter the balance of each other with completely hidden, unannounced changes is the pathway to effective modding anarchy and ruins the experience for the end user for the sake of you trying to "own" other modders you dislike. While it's a bit silly to call it "unprofessional" (most mod-makers are doing this for fun, not for "professionalism"), it's still incredibly disrespectful to the people who download the mod in good faith.

I get that you want the Legio to be a legitimate "boss faction" and major challenge to the user. But even aside from some of the other issues with them (I'd been meaning to post for a while that I think, especially with the Legio hyperspace sieges no longer really working, they're too similar to just a normal faction and aren't really managing to accomplish their mission, and if anything it's too easy to get overpowered ships from them), this is a terrible way to go about it. Starsector works fairly hard to make sure that everything involved in combat is transparent to the user, and arbitrarily changing that, even for a particular classification of ships, just makes the experience worse for users who may not even be aware that other mods may be considered unbalanced by other modders.

And, more to the point, individual modders will do what they want to do. They will pursue their own goals with their work, and it is up to the user to decide if it's something they want as part of their game and how balanced and enjoyable it is. Trying to "police" the user's experience is an exercise in futility, because they will assemble the experience they want to have. It may be frustrating to see other mods making choices you strongly disagree with, but you simply have to accept that they exist.

This whole thing is also arbitrary. Why aren't the DME Brave Blade or Alauda targeted here? The former is "overpowered" on purpose, balanced currently by the fact that it's exclusive to one start and can't be recovered, and the latter isn't usable but can be consoled in to a fleet the same way a Tesseract can. Why not target anything with Modern Carriers hullmods, which are often considered overpowered? Why not WINGCOM from Arma Armatura, or other AA stuff generally, which does have some balance questions despite how fun it can be? How much of this is trying to address "balance", and how much of this is trying to dunk on specific modders simply because you dislike them as people because of your Discord interactions with them? What's the line, where's the criteria? There's just so many problems with doing things this way.
Not that I disagree with you but the mods you listed aren’t even in the same realm of op with the things in that script except maybe avatar core. They for sure should have listed it so people know what they’re getting into but if they want to maintain some level of actual challenge with things that invalidate the challenge I don’t see the problem

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