Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Ghosts of Razgriz

Pages: [1] 2
1
man, retribution doesn't even come with the torpedoes, also, the emperor battleship has prow macros instead, somehow, and well the hull armor stats are really weak

Well that's weird, indeed the torps got eaten on the Retribution.   Good eyeballs!   Fixed. 
Emperor battleship forward weapons is based on the old BFG stat of a prow weapons battery.

Given the issues the AI has with using the broadsides, I have boosted all battleship level armor.


Aloha Just got the recent update and I am experiencing the blank weapon blueprints for the orc and the imperial navy ? Please see attached pic

Hrmmmmm, looks like weapons aren't all tagged up properly to get them linked to the blueprints, will work thru this before posting the next update.



This all looks really cool!

I dont suppose there are plans for a Gloriana? >.>


Not currently.  Might fit better in a Space Marine faction.  Imperium is largely done.  Still could use a custom battlestation though.

kinda dumb ngl, I'd prefer torps over macro, also shouldn't the space marine and mechanicus come with imperium together? there should also be astartes as a seperate marine commodity that's better in every way

2
man, retribution doesn't even come with the torpedoes, also, the emperor battleship has prow macros instead, somehow, and well the hull armor stats are really weak

3
thanks, I did it, but I have to say, it's really dissapointing, when it doesn't even have the full Infinity escort loadout, and proper ship turrets on UNSC ships, as well as the size of the vessel

4
How do I import the infinity or can someone make the infinity bootleg for sustenance update

5
Mods / Re: [0.95.1a] Realistic Combat 1.22.4
« on: October 21, 2022, 04:01:29 PM »
I am sick of the funny triangle being nigh OP or literally any angular ship like say Scalartech and VIC being immortal so I may have deleted a few SRC files from the mod as well as making some scripts non-readable






6
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
« on: September 07, 2022, 07:52:28 AM »
0.72g1 build is just around the corner, if you guys just keep reporting and solving things for us while at it. We can get the hotfixes and bugs patched out if possible before release.

Been trying to get in contact with thou, just wondering if you need a writer cause I'd offer myself for it.

7
Too bad I am banned from the "main" server for ranting about how much I hate dyslexic people and illiterates.

That would get you banned here too; please familiarize yourself with the forum rules and consider this an official warning.

Noted and acknowledged, but I have changed my job and that was during last year december, and I am a changed man now, after seeing how society is like, I just wish to contribute to the modding community and that's it. Assuming I can get in contact with the wider community, and seeing how most of them are in discord which is a shame, plus I submitted an appeal. There's no point to regret my choices but to look back at my errors and learn from it.

8
Quote from: Ghosts of Razgriz

I would like to get in contact with you, as I would like to offer you an accord and my assistance in the development of the mod, as a writer, I have already requested a friend request on discord, whenever you're available, do contact me.

I think using the unofficial discords' channels might be more effective here -  I *think* proofreading is something needed but I'm not sure. Try practicing by "forking" the mod (editing your current copy) and see if you have any issues.

Too bad I am banned from the "main" server for ranting about how much I hate dyslexic people and illiterates.

9

United Aurora Federation
A stray faction far away from home in a place where they don't truly belong.
Development is on-going towards 0.73 but the mod is actually playable in campaign.
Keep in mind that everything is subject to change and continuously being updated, nerfs and buffs come and go - but artstyle will never change.

Mod review by IroncladLion!
https://www.youtube.com/watch?v=lrr3K3i3wLI


Download here for 0.72e1!
>or here for .zip!<

[Click here for 0.72f3e Early Access!]
NOT SAVE COMPATIBLE after 0.72e1 and 0.72f3c!

The mod requires;

Nexerelin
LazyLib
MagicLib
GraphicsLib



There isn't much known about the Federation as a whole from where they're from but they do come in full force as they established a solid foothold in the outer reaches of the Persean Sector. Their goal is simple, they're simply there to guard the 'interdimensional' gate at all cost and hold until they found a way to close the gate and return home... but while waiting, why not try to be friendly with the locals, engage in cultural and trade exchange? Oh, lets sell some baked goods from their homeworld too because why not? at least we tried to be welcoming first but with an iron fist at the ready.

Ship Tech Tree removed because its too outdated, it will be given a new one sooner or later.

Special thanks to;
Vermy, Yimie, Naggy, and the rest of the core team for helping this mod come true at last.
Selkie & Timid N' Co, for their relentless support from the beginning to the end.

I would like to get in contact with you, as I would like to offer you an accord and my assistance in the development of the mod, as a writer, I have already requested a friend request on discord, whenever you're available, do contact me.

10
General Discussion / Re: What starsector could have been
« on: August 29, 2022, 05:57:53 PM »
Starsector is an indie game that's been in development for about a decade. As I understand it the game began as a ship combat simulator with little to none of the features we see today - setting, characters, lore, economy, colony development, etc.

It takes a lot of time to code new stuff into the game and work out all of the bugs and balance issues. It probably takes even longer than that to finishing debating over what should be added into the game. Starsector is obviously headed in the direction of a more living, RPG-esque universe. More nuance to politics, character interactions, etc.

It's just going to take a while to make all that happen. Starsector is first and foremost about ship design and combat, and while there are many other features that would be nice to have they need to come after the ships. All the other features should be there to support that primary feature, not replace it. We don't want Starsector to be 1/2 ship combat sim and 1/2 Sim City.

Ask anyone who's been playing since the game was still called Starfarer what they think about the progress made so far, they'll all tell you they're amazed by it. I only began playing when Sseth posted his review but I've taken a few looks at the early stages of development and I'm amazed. That being said I posted a thread recently *cough cough* that gives some suggestions for improving the setting...
https://fractalsoftworks.com/forum/index.php?topic=25111.0

Then we shall delegate that task to mod makers then, someone should just pick up VNsector or model their faction to that of united aurora federation, something unique that isn't just ships, weapons and strike craft, but also include commodities, special artifacts, special captain and commanders etc.

11
General Discussion / Re: What starsector could have been
« on: August 29, 2022, 05:55:29 PM »
That's a strong title to your post, but I agree that right now one of the game's weakpoints is interacting with NPCs and feeling connected to the game world. The main storyline has great characterization but outside of that there's lack of that human connection, that feeling involved in people's lives like the sector is populated by actual humans. That being said, even large companies can fail at this and given how small the team is for starsector it's understandable that what we have now is pretty barebones in that department. The post about "the pilgrim's path" does give me some hope that in the future there will be more narrative content that isn't tied to main story progression.

The systems governing your dynamic relationship with each faction definitely feel lackluster right now, it'd be cool if some factions might regard you as "useful" but still view you as untrustworthy, or they might view you as a traitor if you switch to another faction. Details like that would be awesome.

Fair enough, but mods really does fix it, but also why is VNsector removed

12
General Discussion / What starsector could have been
« on: August 29, 2022, 09:34:39 AM »
So like I have been playing starsector on and off for several months by now, I am just wondering, what if starsector is basically just M&B in space, like I had hoped that I was there to witness when VNsector is there for everyone to install instead of a placeholder, or like yimie/developer of UAF focused more on mod features instead of adding a new ship to the already expansive roster of ships to the mod. It really just bores me out when I try to communicate with any NPC, well...how do I put it? A bit boring, like you click into a dialogue and then you don't even need to read the whole paragraph, and you already know what their requests are, instead of like more human like, where they'd react to atrocities(sat bomb, bombardment, destruction of a respective faction's fleet, like enemies of that faction will praise you, but allies/members of that faction will still talk to you but in a more negative tone), charities(donating fuel to stranded captains, saving people from being stranded etc.) or just day to day interactions and decisions. With their rewards scale on relationship and opinons and others.

Kind of hoped that other faction mods had more or less taken the path of UAF too, not saying a full 1-1 copy, but like take their whole story campaign mission as a base and develop their own, rewards could also range from production modules, to legendary captains or ships depending on the task.

P.S. Praise sseth for introducing me to this masterpiece, I am kind of late for the bandwagon  :P

P.S.2. Luddite Delenda Est. 8)

13
Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: August 27, 2022, 02:37:10 AM »
Well, you need the super ship start to have the Sajuuk-Khar, which is more than enough to carry you throughout the early game, base stats, no mods.

And well sajuuk-khar is not really meant to be a ship available to player, kinda wish Hiigara also took the UAF approach to superships or super capitals, like as a quest reward of sorts
Wait, i can't get the Sajuuk-Khar, aside the Super Ship Start? There is no blueprint for it?

Well, after looking through the console commands, yes the sajuuk-khar has a bp, it's going to be extremely hard to find though, keep that in mind, even then it costs a whopping 3 million credit to manufacture, so good luck building enough heavy industries to manufacture it within several months at best.

14
Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: August 26, 2022, 06:44:58 AM »
Well, you need the super ship start to have the Sajuuk-Khar, which is more than enough to carry you throughout the early game, base stats, no mods.

And well sajuuk-khar is not really meant to be a ship available to player, kinda wish Hiigara also took the UAF approach to superships or super capitals, like as a quest reward of sorts

15
Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: August 24, 2022, 06:56:46 AM »




Can someone tell me the issue of the blueprints? They have no content and I looked everywhere in the folder yet I see nothing blueprint related where do I enable and modify them, I find my immersion ruined after locating all hiigaran ships and fighters yet ultimately unable to produce their weapons myself. My immersion is ruined.
I fixed that issue, posted it right above this reply,  quoting you so you get a notification.

Danke, also I just need to reinstall the mod yeah?

Pages: [1] 2