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News:

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

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Messages - Shinr

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1
Blog Posts / Re: Colony Crises
« on: November 24, 2023, 11:49:13 PM »
Can different crises be tracked and/or happen simultaneously? And if so, can they effect each other, like -/+ points for "The Hegs are real mad at this guy, better avoid being dragged into the crossifre"?

EDIT: nvm, the blog answers the first part.

Also...

I get what you're saying, yeah. Gameplay-wise though I think it's better if it stops. And, some smaller pirate fleets will still spawn; it's just an end to large raids - they tried it, it went disastrously, and anyone trying to organize another one isn't going to find any takes. Likewise with the Path - their cells still function, but the don't have the resources to mount another huge attack, especially not with the risk involved.

How about after a "defeat" resolution of a crisis, you get a "crisis" with a very long meter that would normally take many in-game years to fill up, representing a faction licking their wounds, with thresholds points decreasing the bonuses you got from defeating them, and once it fills up it will get replaced with the normal crisis, slightly or majorly altered or even a new one to account for revanchism?


2
Suggestions / Re: Move all Expeditions to The new Threat System
« on: November 05, 2023, 05:15:20 AM »
Having so-called atrocities only punish the player but not any other faction when done appears unrealistic

I find it quite realistic that the big, established and most importantly OLD factions don't consider the player, a recent upstart, to be "sovereign" enough for the rules of war to matter.

3
Suggestions / Re: Move all Expeditions to The new Threat System
« on: November 04, 2023, 12:51:08 PM »
Twitter Teaser

Quote
A bit of a sneak peak at the hostile activity rework! More on this in an upcoming blog post.




4
Check the Discord, the updated mod is there.

5
General Discussion / Re: Combat in this game is frustrating
« on: June 21, 2023, 12:02:13 PM »
Should we rename 'Escort' to 'Shield' to better reflect what it does?

6
Modding / Re: Since DME is out will Superweapons Arsenal be unlocked?
« on: June 18, 2023, 04:11:19 AM »
HM may be gone, but by his request all of his assets are forbidden to be hosted or altered, so not even the bootleg updates are allowed to be here on forums and on the discord.

This also means that SWA that used his assets is also forbidden.

Besides, even if HM is no longer here, this doesn't change the fact that the author of SWA broke the rules in the first place, so unbanning his content just because HM is gone will be problematic, so say at least.

But there might be a bootleg update of SWA in the works without HM's assets, but I haven't heard of it for a long time.

7
i am gonna leave this link to a thread i made a while ago kinda didn't got much attention back then
https://fractalsoftworks.com/forum/index.php?topic=27040

Basically, they suggest Hullmods that increase the Carrier Group deck limit and/or 0-cost ones that enable/disable the skill effects on the decks for the purpose of de/prioritizing which carriers benefit from them.

I once made a similar suggestion for all scaling skills in general, though I used the Carrier Group as a example then.

Though getting reminded of those gave me an idea:

A checkbox under/on the side of each deck, hovering over them will say that they enable/disable if the Carrier Group applies to the deck and will also show you the fleet total usage of the skill, if it goes over the softcap and the final adjusted bonuses for the planes.

8
Mods / Re: [0.95.1] Yunru Core +
« on: June 16, 2023, 02:33:47 AM »
Yunru posted compatibility updates for their mod suite on Discord.

I have a question though: Why does TriTachyon+ (which I assume is a vanilla enhancement mod in style of Luddic E and Diktat E mods) needs a Terraforming & Stations Construction Mod (Which I consider as straying too far from vanilla) to function?

9
Modding / Re: [0.95a-RC12] Missing ships mod
« on: June 15, 2023, 10:14:08 PM »
Edit the mod's mod_info.json file (I use notepad++) and change the game version to 0.96a-RC10.

10
Mods / Re: [0.96a] Unthemed Weapons Collection 0.6 (6/8/23)
« on: June 09, 2023, 01:22:28 PM »
Request: Could you add an entry under tech/manufacturer for all the weapons that aren't unknown. It would make it easier to identify which weapons are from your mod at a glance. If you're not sure what to put either "UWC" or "Bhilai Astra" will do - they are the premium heavy weapons manufacturer of the sector - and it has absolutely nothing to do with what faction I'm adding next...

I think we have WhichMod for that.

11
Mods / Re: [0.96a] Random Assortment of Things
« on: June 08, 2023, 01:48:33 PM »
Is this Abyss thing something like QuasiSpace from Star Control 2, a Hyperspace for Hyperspace?

12
Mods / Re: [0.95.1a] Iron Shell 1.181
« on: June 06, 2023, 03:09:43 AM »
Update?

When it is done.

Which will take a while, for it seems Timid is quite busy with RL at the moment.

13
Just found about this mod from a discord update.

Though I have a question:

This mod weights 180mb (most of it coming from two separate 70mb jar files), nearly 100mb bigger than the formerly biggest faction in my list, UAF at 87mb.

Why?

14
Mods / Re: [0.96a] Nexerelin v0.10.6z (beta update 2023-05-14)
« on: May 21, 2023, 07:41:04 AM »
Is there a way to manually disable the Alliance System and other 4X features? I really want the rest of Nexelerin Features (Events, Game Starts, Gameplay Tweaks, etc.) without having to deal with the diplomacy and Invasion/Raid feature.
Most of the settings can be toggled in the Nexerelin/exerelin_config.json file (you'll probably want to set enableInvasions to false and set allianceGracePeriod to 99999 or such, possibly some other stuff). The file Nexerelin/data/config/exerelin/diplomacyConfig.json has a diplomacy interval you can crank up to likewise disable diplomacy events.

If you have the LunaLib mod, the invasion toggle is already in the ingame config menu and diplomacy will be next version; maybe I'll add alliance settings as well.

Huh.

As someone who did not want to dive into the 4X-fest immediately (initially downloaded Nex because Iron Shell demanded it), my impression from the OP FAQ was that one had to manually set the PlayableFaction value of every single faction in every single mod to False to prevent them from erasing each other (destabilization aside).

Since it turns out that Nex has a global setting for downgrading Invasions to Raids among other things to achieve the same thing, can you put it into the FAQ to explain that it(they) exist?

15
Mods / Re: [0.95.1a] Concord 3.5.2g
« on: May 18, 2023, 08:15:37 AM »
So when is this gonna be updated to 0.96a, unless its safe to use in the latest version.

Author stepped away from SS modding, and the mod itself caused problems with both vanilla (particularly with sensor mechanics) and mod conflicts (Console Commands not working as intended as an example), so unless someone takes time not only to update it but to also fix its problems it is very likely that this mod and other Sutopia's mods that depended on it are dead.

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