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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Space_Lettuce_OG

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1
Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: November 02, 2022, 01:09:06 PM »
Hello!
First let me start out by saying I love the ship designs of this mod, the Pandemonium in particular.

Now, I don't actually play Starsector, I just stumbled upon an image of the ships a while back. Only learned what and where they were from at a later date. The reason for writhing this comment, is that I play another game, called Avorion, where you can build your own space ships and fly around in them. Sorta like minecraft in space in the editor regard. Anyhow, I know I never asked for permission (I didn't know where the ships were from at the time) but I did sorta build a, not 100% true, replica of the Pandemonium in that game. Link to it below.

https://steamcommunity.com/sharedfiles/filedetails/?id=2870797761

Now with that out of the way, I'd much like to apologize for taking one of your designs and running with it. It has a different name on the workshop entry, as I only learnt of the name Pandemonium from a comment to the piece later. If you so want, I can change it or take the ship down entirely.

Again, apologize for any inconveniences
Drazhill

When I said you should tell Tartiflette you made a recreation of the Pandemonium, I didn't mean you should sound apologetic about it. I think Tartiflette would be flattered that you made a recreation of his ship. I meant you should tell Tartiflette, cuz he'd think it was neat.

Nonetheless, welcome to the forum. You should consider playing StarSector as well. You'll love!

2
So, how do things like cataphrats from the arma mod, that are supposed to simulate a number of marines in grounds battles, work in the Nexerelin ground battle system?
I don't see where they are able to contribute to the fight?

3
Just wanted to thank you for this mod.

Letting the player decide autofire settings for a weapon group and then having the AI completely ignore it is a waste of the players time, but more importantly the dishonesty of it is deceptive and will lead to a lot of wasted time for the player trying to figure out what a problem is.

Also, without being able to force autofire for the weapon group I assign the laser sword from the Arma Armature mod, the laser sword will rarely if ever be used, because the AI turns off autofire.
Wasted about 2 hours of my life trying to figure out what the hell was going on. Pretty salty about it, and justifiably so.

Again, thank you.

4
Mods / Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
« on: October 06, 2022, 10:03:54 AM »
Has no one seriously made an erectile dysfunction joke yet? I'm disappointed!

5
Mods / Re: [0.95.1a] Well Advised Modifications (21.02.22)
« on: October 05, 2022, 06:25:29 PM »
"No more scrolling around, squinting at the small grey text on the dark background and muttering ABCs under your breath, no more!"

I feel attacked...

LOL

6
I gotta say, I really like the wing pilot system a lot!
I like how they got stats, and level up, and you can even promote them into officers, which is an awesome way for the player to get officers.
Promote from within, rather than hire outsiders.
 GJ Shoi!

7
Mods / Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« on: February 20, 2022, 05:46:28 PM »
If the new update isn't save compatible, then I'd say you're doing it right, by having it full of new content. That's the best way to do save-breaker updates.
I'd say you should take your time and make sure you get in all those major save-breaker changes in before release.

8
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 12, 2022, 04:24:29 PM »
It's weirdly fun to have your officers in them. For some reason it feels more...interesting? Personal? than just having them command a starship.

I do the same thing with my officers, and I call them pilots when they're in a mech.
Have to increase the officer limit to properly do this though.

9
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 11, 2022, 02:41:19 AM »
Looks good!

Don't worry/stress about adding in any of the stuff we've been brainstorming about. We're just "talking shop".

That being said, I recall you discussing making a guide on using your framework for adding in mechs. Maybe some folks can make some add-ons for the Arma mod, and take some work load off your shoulders.

10
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 04, 2022, 07:05:25 PM »
For cheap(emphasis on cheap both in cost and OP/DP depending on if it's a fighter or a frigate-mech) low-tech mechs:
- 2 handed machine gun(or similar). Low damage, high rate of fire. Good versus shields, worthless versus even light armor.
- 1-2 limited use shoulder mounted missiles for hitting armor.

That sounds a awful lot like the Garegga ?


I don't know what kinda Garegga  you're using, but the Garegga  is pretty powerful, probably the most powerful of all the mechs currently in the mod. It has some pretty insane DPS.
Not to mention it's way more expensive than I am thinking about.
Cheap low-tech mechs should be for fodder and swarming. They should also probably have a special mod for having a very high chance of recovery when destroyed, cuz they're gonna get destroyed a lot.

I was thinking about it some more, and it would be nice to have some options to specialize each of these little low-tech mechs, so they all have a specialty.
So, you can group them up and send them on specialized tasks/commands. Kinda like a fighter wing that you have more control over.

11
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 04, 2022, 09:29:36 AM »
So what do y'all think low tech mechs should look like ?

I'm thinking something along the lines of a Zaku from gundam myself

in the right hand we'd have the main weapons so
a machinegun thats a bit on the weak side but full auto and at 700 range
a howitzer rifle, slow firing but long range and hefty HE punch on a fast projectile
a bazooka, short range at 500 but packs a hefty burst of HE damage with a 5 second or so seconds cooldown

In the left you'd have sub-weapons,
a Heat hawk kinda thing, behaves like a energy sword but HE
a hand grenade, think devastator shell but short range, for PD or for Torpedo duties
a knuckle shield, another melee option, this time kinetic damage instead of HE or energy


would that be a low tech unit or not ?

I'm thinking a pretty straight forward approach, unless ya got something interesting and "different" in mind....


For cheap(emphasis on cheap both in cost and OP/DP depending on if it's a fighter or a frigate-mech) low-tech mechs:
- 2 handed machine gun(or similar). Low damage, high rate of fire. Good versus shields, worthless versus even light armor.
- 1-2 limited use shoulder mounted missiles for hitting armor.

It'll do enough to fend off frigates by itself, but with a few they could take out a frig.
It won't do much to a destroyer and larger, but en mass, it could make them back off before a bigger ship swoops in and finishes them off while they're weak.

12
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: December 30, 2021, 06:50:59 AM »
Meanwhile a more "reasonable" alternative I propose here is a third built in hullmod to change the backpack on the mech

each backpack applying multipliers on both mobility stats and flux related stats

Heavy pack improves Flux stats but lowers mobility

Light pack ups mobility at the cost of Flux...

Edit:
Another point in favor of that is that it can be a purely statistical change and not have to add in sprites.

This in turn allows that to be retrofitted onto the older mechs with some amount of ease....

You lose a great deal of customizability with this method. That's why I, and I'd imagine many others, would not be in favor of it.

13
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: December 29, 2021, 06:26:11 AM »
Yes, the personal design aspect of ships in StarSector are what makes the game a brilliant gem, near infinitely replayable(while still feeling fresh), and so fun.

Removing this aspect would only detract from the fun, in my opinion.

14
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: December 28, 2021, 11:42:19 AM »
Just had a thought...

What if the drone bits (like that for einhandler) carries a strong enough MELEE-range weapon (like the laser blade for aleste) with point defence capability, and give it insane speed and maneuverability while being restricted to a short engagement distance....

Then put it on a melee mech (which doesn't shoot down missiles etc).

will the dancing beam blades chop down incoming stuff like missiles/bullets/fighters?


While we're on topic of the einhandler, I've been wanting to say thig for a while, but I keep forgetting to come here and say it.

I think a shield type drone, much like the mobile dolls in Gundam Wing had, would be a cool alternative as well. 2(+1 as a replacement) floating drones that have a shield in front of them, with it's own flux. It can float around the einhandler, and blocks shots, but has a weakness of EMP damage disabling it or passing right through it.

Mobile Doll Gundam Reference: https://gundam.fandom.com/wiki/OZ-02MD_Virgo

Who says we can only have 1 type of drone? Perhaps make it a swappable component?

15
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: December 17, 2021, 06:19:43 PM »
Very cool!
Stoked about the legs!
I just upgraded my pc so it's perfect timing.
Very, very cool.

How the hell did you afford to upgrade your PC in this global economy, and with graphics cards costing 5x as much as they did 5 years ago, cuz of *** BITCOIN! I hate the mfer who figured out how to mine crypto on graphics cards. They have stagnated graphics card development for nearly half a decade, and stunted the growth of the PC community.

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