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Messages - toopok4k3

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1
Mods / Re: [0.96a] LOST_SECTOR - Exploration and Quest content
« on: November 29, 2023, 10:00:22 AM »
Feel free to ignore the following feedback, I have a pretty conservative ideals for balance and it might not be what you are aiming at.

Kingslayer felt too dumb in my hands. Two cyclones and medium needlers, vulcans and some annihilators/modded kinetic medium missiles. I could keep the system on 247 and never use shields. You can travel from enemy to enemy, even kill and chase radiants with little issue. It's the amount of missiles that thing can load and the ~130 top speed mobility you have with zero flux boost skill. It plays like a frigate with capital grade weapons. I hardly ever get hit by torpedos or missiles either due to the insane pd you can have with the system on. Something feels broken when I could chase down frigates with a cap. This was before the 0.6 nerfs but I don't see -100 armor or -1000 flux affecting it much as you never really spend too much flux with a missile heavy loadout and you can still get over 2k armor with hullmods.

The large hardpoints can't really be composites, or the system needs a total nerf or cooldown. It's way too cheap at 40dp for what it brings in player hands.

2
Mods / Re: [0.96a] Osiris Alliance v4.0.2
« on: October 10, 2023, 06:37:41 PM »
Love the mod but I have a question.

Took a year off from the game and came back now to see the new version and get back into the game. I missed a lot, and I am wondering. Why was the Onslaught (AMEG) removed? I remember it as one of the most genuinely fun capital ships to fly from all the mods I had, and I really like its design.

Was it deemed too strong? Or was it removed pending a rework? Or is it gone forever (pls no)?

A bunch of ships were made to no longer spawn as I wasn't happy with their current state. The ships still exist in the mod, so you can use something like Console Commands to spawn them in if you want to. I'm also sure I wasn't 100% thorough in making them not spawn, so you might see the ships if you are lucky.

No idea yet what I will do with them in the future.

3
General Discussion / Re: Why is Brawler so cheap in DP?
« on: July 11, 2023, 04:59:00 AM »
Well then there's your answer, there's more to a ship than pure stats. Another ship that seems broken on paper is Retribution, check out its stats and think if that seems right for a 35 DP battlecruiser, yet it's obviously not that great in gameplay (unless player piloted).

Thanks for your valuable insight.

4
General Discussion / Re: Why is Brawler so cheap in DP?
« on: July 11, 2023, 04:54:25 AM »
Not sure I even agree with that if you look at the shield upkeep of both ships. But the original sentence seemed like it tried to make a point.

I'm literally wondering about why the ship is so cheap, I'm not here to argue. Just looking for the reasons since it's a clear stat outlier on paper as Lawrence Master-blaster said.

(I'm a modder, I don't play the game anymore.)

5
General Discussion / Re: Why is Brawler so cheap in DP?
« on: July 11, 2023, 04:41:01 AM »
I want to know about your opinion that it outclasses Tempest if you are in fact talking about the vanilla Brawler, that sounds weird to me.

I only said it outclasses tempest in flux dissipation and capacity.

6
General Discussion / Why is Brawler so cheap in DP?
« on: July 11, 2023, 04:10:53 AM »
I was just making some frigates of my own and become stuck on wondering if I even should try to have stats akin to brawler and call a ship worth only 5 DP. Felt like I was making something overpowered. Brawler just seems like a clear outlier amongst its peers.

I'm wondering what the justifications are for Alex to keep it at only 5 DP? It even outclasses tempest(8dp) in flux dissipation and capacity, has good armor compared to other 5 DP stuff. It's clearly meant as a very effective ship considering its fleet points are at 7.

The question is why is it allowed to remain so cheap?

7
Mods / Re: [0.96a] Osiris Alliance v4.0.2
« on: June 18, 2023, 02:17:09 AM »
Got a crash on start up. Do you need my modlist?
...
28666 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Osiris Alliance (data\weapons\oas_m_shottie.wpn)]
28696 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.N.setProjectileSpec(Unknown Source)
...

Ensure you delete the old version of the mod folder before installing new stuff. The crash doesn't come from running my code, but rather in loading the resources so this points more to a botched mod install more than anything else.

8
Mods / Re: [0.96a] Osiris Alliance v4.0.2
« on: May 11, 2023, 10:29:19 AM »
"It should", no promises. Just try changing the game version to the 0.95 from the mod_info.json to get it to run.

9
Mods / Re: [0.96a] Osiris Alliance v4.0.0
« on: May 11, 2023, 06:43:35 AM »
Update v4.0.0 for Osiris Alliance has been posted

See the first post for download link and changelog.

10
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 05, 2023, 02:43:39 PM »
https://fractalsoftworks.com/forum/index.php?topic=26558.0

Hello, possible problem with s-mod bonuses in main menu missions.

11
Posting this on behalf of Rubi from discord, they spotted a problem where story modded hullmods in the main menu missions don't show the bonus descriptions.

No idea if the bonuses apply or not.

12
The quoted section is talking about works in the public domain. I don't understand how it is relevant to this case at all?

One thing seems clear, you are no expert.

13
Another thing I have noticed Cohh still haven't figured out is the basic "tabs" (refit, inventory, fleet, intel etc.). At least they do work as standard tabs and should be on the top of the screen where a human actually looks (I recall struggling to remember where they are back in the day, bottom is just the worst place, at least when you are in a spaceport.).

He has also never looked at "black market" ship catalog at markets, he's been missing out on the better market option due to this. These market tabs should be visually connected to the ship grid to make it more apparent that the big button actually controls what's on the grid.

The Cohh stream is a gold mine to find UI quirks. Lack of autosave being a big one. I'd personally be fine with time and location based triggers for autosave, having the option of latest 4-5 saves to be loadable. (trying anything more complex would be insane tbh)

14
Not sure if this is already known or not. But I have apparently changed some of the "Last Hurrahs" fleet members with some of my mod's fighter wing back in 2021, the wing is long deleted from my mod, but it was stored in the mission save. This made the mission itself have some failure text about not being able to load a variant. And clicking refit caused a crash.

So some sort of a check here if it fails to load wing variants from the save, and just loading default instead of using the saved variant. It ofc started to work when I cleaned up the saves/missions/thelasthurrah files. I'd guess this might happen easily for anyone who uses mods.

15
Modding / Re: [0.95.1a] Domain Historical Society
« on: September 16, 2022, 11:04:39 AM »
Hi, throw a forum moderator message and tell them to move this to the index, It's way too good to be left out of it. I had to go all the trouble of finding the mod page to download it!!

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