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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 - NGTV Eye-ris

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Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: April 07, 2023, 07:06:15 AM »
Hey! The past couple of days I have been working on a skin pack for this mod, what is the best way to send it to you?
howdy! I hope it's not too much to ask for a preview of your skins, 'cause I'd love to see them!

2
Mods / Re: [0.95.1a][v1.0.0] Realistic Combat
« on: July 08, 2022, 01:06:33 AM »
although i've no experience in modding whatsoever, I'm guessing this mod involves universally changing all ship-entities' movement/manueverability, which begs the question; is it supposed to turn stations into giant fidget spinners.?

I've also found that most built-in ship weapons have their range based on their descriptions seemingly unaffected by the range-increase provided by your mod, could it be a visual error? or it actually denies said built-in weapons their 2k+ range increase?

I'm also looking to see if someone would take the time to check if it affects the mass of ship-entities and playtest the mod by shooting the Akita Missile from the SEEKER Mod straight into lone hostile stations (and probably check if the station themselves are capable of retreating given enough impact velocity from the Akitas.)

great mod btw, still could use some tweaking, as for balancing, that's up to you and the others to discuss :D

keep up the good work~

3
Good day Mira!!
I have another suggestion for your mod :0
I've been thinking about your reflective shield generator being the only 'super-defence' superweapon and well, I was hoping you'd add this new one to help turn the tides of battle!

This one is another semi-defensive superweapon that would briefly turn your enemies against each other.
the way it works is that you'd have to hold it in order for it to generate a charge, the longer the charge, the further the area of effect, and once released it would discharge a forceful pulse/wave that briefly disables everything on hostile wings and ships, basically an overload, heck it could even be tendrils that slowly creep out of your ship and once released they would immediately tether to anything in range.

The fun part is that once the overload is finished, all their wings would permanently turn against them and basically turn into annoying cannon fodder, depleting everything they have until all they can do is buzz around and inevitably be destroyed (or if they're lucky, they'd still have a chance to return back to their carrier once override duration is finished), another thing is that all weapon systems of all affected ships are unable to use their ship systems, and would begin to continuously fire if nothing's in range, otherwise it will shoot at everything if it is within range, depleting their ammo or build up enough flux until they're overloaded again, and the duration for this varies by ship size, not weapon mount size (bcuz prolly easier for you to code  ;D) perhaps 1-2 seconds for frigates, and 7-8 seconds for capitals, but 9-10 seconds for wings. (oh those poor pilots...)

As phase ships, they wont be affected by the pulse/wave while they're phased, but when they DO get affected by the superweapon, they wouldn't be able to phase while the weapons override is still in effect.

To top it all off, it is incredibly effective for automated ships, there's a small percentage for you to convert them into allies (cannot be player-controlled unfortunately) instead of briefly making them turn against each other, let's say 5% chance to convert a Capitals, 15% for Cruisers, 30% for Destroyers, 75% for Frigates, and 100% for Wings.

The whole theme for this is sorta like 'Divide and Conquer' with a side of 'brainwashing' or 'overriding'

as for it's aesthetics, I was hoping it'd look remnant/derelict-ish or organic-looking, something like a metallic and fibrous brain, or like a shell housing some kind of hyper-advanced AI core.

4
Mods / Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« on: May 26, 2022, 10:17:34 PM »
Hi, this shouldn't be happening in a correct install. QC uses the same skills as vanilla, so if vanilla shows correctly QC will too. Please double check your game and mod versions and perform a clean reinstall of the mod (delete the folder, extract a new copy). If for some reason that doesn't resolve the issue, let me know.

Yeah, I'm on the latest Starsector game version, I've updated my java, and I've reinstalled the mod 3 times. Unfortunately, the skills are still vanilla and in tier-form. Could it possibly be a mod conflict? I can provide some screenshots if needed

5
Mods / Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« on: May 23, 2022, 09:30:43 PM »
I'm sure this was probably already asked but I wanted to know if there's a way to scroll through the skills since a few of them don't fit due to my screen resolution, maybe like a scroll bar so I can scroll through the rest of the skills? If not, is there a way so I can some/all skills?

6
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
« on: April 03, 2022, 06:18:03 AM »
Just drop your ideas here, no requirements or anything, i am just busy with life and stuff these days so don't expect any new weapons soon.
Thanks! I thought about this just last week and the concept is slightly similar to the Rift Cascade and Cryoflamer but combined.

-- idea --
The way this superweapon would work is that it would shoot out a slow stream of fire (taken from cryoflamer), and the nearer a target is, the higher the chances of "rifts of fire" that would literally engulf a ship (taken from rift cascade).

-- projectile effect/s --
Initial impact from the fiery stream deals high explosive damage (and applies a debuff) and consecutive impacts from trail projectiles slowly spawn these Energy damage orbs/blobs of burning residue which slowly surrounds the ship.

-- superweapon debuff --
The amount these orbs/blobs that spawn proportionally scale with either of the ships':
Max Flux Level, Mass, Size, Cargo Capacity, and Armor.
(OR you can probably think of any other scaling debuff that suits the weapon)
Military ships are guaranteed to suffer at least (1/2/3/4 ; depending on hull size) of these orb/blob multipliers.
(civilian ships have a certain percentage of not being affected by these modifiers, regardless of hull size)
(1/2/3/4) debuffs would increase the chances of additional blobs spawning by (1.5x ; 2x ; 2.5x ; 3x).

-- a little bit of lore --
This weapon was an experimental concept for a core-cracking project that would revert any form of planet back to its primordial state. The idea was for the prototype device to bore straight through the planet's core and engulfing it in superheated [REDACTED] chemicals that proliferate rapidly when in contact with its target matter, slowly eating up a planet from the inside out. The testing phase, however, was a huge failure, when it was found that the device had been sabotaged by an operative from [somethingsomewheresomehow] and disrupted its ability to bore through the planet's crust. This resulted in the chemicals blanketing the entire planet in mere hours until the mantle was rendered inhospitable due to the intense heat and radiation exuded by the ultra-volatile chemical. Unfortunately, by the time reports from the experiment arrived to the higher-ups, the team have been severely punished and exiled. A plan was instead been set to motion, as years passed by, what's left of the team who have the knowledge to build and operate the device have now gathered their equipment and supplies to repurpose the device's blueprint into a deadly weapon capable of planetary destruction.

TL,DR; nerds tasked to develop device capable of reverting planets to their earlier stages of development, but it gets tampered with by another (sneakier) nerd from [who knows where] and the other nerds are punished and bummed out, so the decided to repurpose it into a big shooty-gun for some mysterious ppl.

PS: I'd prolly call this "Edax Ignis" (devouring fire), and honestly, I'm terrible when it comes to making lore and descriptions, so I encourage anyone to whip up any cool backstory they can come up with for this.

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Mods / Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
« on: March 31, 2022, 07:23:12 AM »
would it be alright if I suggested some superweapons of my own?
of so, would there be a criteria I should be aware of?

8
Mods / Re: [0.95.1a] Interstellar Imperium 2.5.0
« on: December 19, 2021, 06:03:47 AM »
Hello, had to make this account for the sake of reporting something that went wrong
No other mods we're enabled except for Interstellar Imperium and its up-to-date dependencies
I've provided a google drive link containing the image of the error popup as well as the starsector.log file

https://drive.google.com/drive/folders/1uU2mZk2jamvjMwZP3QoPlznMCCyP4wsf?usp=sharing


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