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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Jonass

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1
Mods / Re: [0.96a] ScalarTech Solutions 0.9.1
« on: May 03, 2024, 12:07:35 PM »
Very Very nice, what fleet did you use to do this? im planning on going Scalartech for my next playthrough and im currently planning a Sateen Focused fleet with Skirt support but have no idea if there are any better builds

Late answer but here we go.
I wanted to see if the Curl could be viable lategame for map control. So i used four curls built around shield and speed. And they actually were useful. I piloted the skirt as a flagship all game and had two more of those to apply the heavy pressure. Also a Skye for heavy pressure. Anchor for the fleet was a Gown, supported by either a filament or that unique ship you can capture in a bounty. I also used  two Frock missile ships. The only weapon i used that was not faction specific was the CEPC from Shadowyards for my Skirt. They synergize nicely with built in magazines that i used for charges on the main gun. Important for my build that was missile heavy, was ECCM and a boosts for missile speeds that you can get from a faction called Exo Tech in the mod random assortment of things. I used vanilla battlesize and fleet caps. 

I am not a min max player. And i lost ships in some battles, but i lost very few battles against the Legion. Sometimes one or two of the Curls would get astray and be wiped. But most of the time they kept their distance and harassed as intended.


2
Mods / Re: [0.96a] ScalarTech Solutions 0.9.1
« on: April 03, 2024, 06:56:55 AM »

It varies by mod and by what the modder desires. Some factions will offer nearly their entire lineup for BP purchase if you get high enough with them (Kadur was famous for this); typically, however, you have to discover the blueprints yourself via salvage. In vanilla, the vast majority of ships in the game can be had in the Low, Midline and High-Tech BP packages, which aren't associated with a "faction" as such, with capitals and very high-end cruiser BPs salvageable as one-offs designs you can learn.

Nexerelin also has you start with a "basic" BP package when you begin with a faction (as determined by any given modder when they add Nex support).

Scalartech is set up in a fairly "vanilla" manner - you begin with the basic ship BP set, and you have to obtain other BPs via exploration gameplay.

Thank you, i suspected as much.

Raiding heavy industry can also get you any bp the faction knows, except the gown of course.

Yeah, i am the kind of guy who favors immersion so i do not wanna raid the faction i am in commission with. Thanks.

3
Mods / Re: [0.96a] ScalarTech Solutions 0.9.1
« on: April 02, 2024, 04:38:50 AM »
Just did a play through with Scalartech. I terminated the Legio infernalis with them. Best Starsector experience i had to date.

I have a question that perhaps is not is exclusive to Scalartech. How do i ascertain the blueprints for the largest ships of the navy? I get the smaller ones at start. Is it only through loot that i may find them?
Once you have 100% status with the faction and a commission you should be able to buy them from the military, or through the higher ups of the chain of command?

4
Mods / Re: [0.97a-RC11] Marvelous Personas - v1.2.1
« on: March 29, 2024, 07:06:36 AM »
Many modders ignore portraits for their factions or include very ugly ones, some even go as far as using anime. One way to get around this would be to make generic packs that can be made and used for any faction the player chooses. It's quite easy to get an AI to make interesting portraits using historic/sci fi fonts. I made these asking it to give me portraits of a blend of hussar, cossack 1800 century with high tech officers and pilots. Some of them are very cool

https://www.flickr.com/photos/200351567@N05/albums/72177720315784984

My problem now is that i want them to be more in the style of this mod. I plan to make some different cultures that can be used in any faction.

5
Mods / Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« on: March 24, 2024, 04:04:06 AM »
Hi,

Suggestion: planets with the Megacities should always have at least extensive ruins.

Thanks

6
Modding / Re: [0.95a] Another random SWP
« on: March 21, 2024, 12:58:11 AM »
I liked the Baryonic Dynamics faction in the older versions.

Truly beautiful stuff he made there. I am sure it will be back ;)

7
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: March 20, 2024, 12:21:10 PM »
Hi,

Upon starting my save, it warns: 'Non default stack size specified'. 

And it forces me to shut down anti aliasing. Otherwise it seems to be working fine.

Thanks for sharing

8
General Discussion / Re: How is battle difficulty exp determined?
« on: March 18, 2024, 11:51:34 PM »
For the player, it just counts the level, regardless of whether or not you've taken any skills. Whether skills are elite or not do not affect the XP bonus. For officers, they can stay at level 1 (or any other level) and build up extra XP, since they don't actually get a level until they take another skill, whereas the player character automatically gains a level as soon as the XP is gained.

I see. Then it seems beneficial for XP gain, from battles, to only lvl your officers skills as late as possible. Say prior to battles where you feel you must to, to win. And to also have a fleet that is built around the concept of striking way above its DP

Thanks for the clarifications spacer.

9
General Discussion / Re: How is battle difficulty exp determined?
« on: March 17, 2024, 09:10:16 AM »
Your player character, once you reach level 15, counts as 63.75 DP.

Does it matter what skills you have chosen, or is it just plain lvl 15?

Also i read somewhere there is a hidden calculus called fleet points. 

10
Mods / Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« on: March 17, 2024, 05:26:45 AM »
I made an update for this mod that fixes some minor issues and tweaks a few things.

Thank you. This is some important changes

11
Yes you can find the loot of the faction in research  stations and stuff but if the mod isn't enabled i don't think so

I had a suggestion a while back that you should be able to start as an emergent faction, and choose from the not active factions blueprints. And you could choose these blueprints exclusively for your faction.

I do believe you can require blueprints from the console from inactive factions. Admittedly its cheating thought. 

12
Modding / Re: Looking for cool mods that offer modded Battlestations
« on: March 16, 2024, 12:52:28 AM »
Does not Scy nation have their own station as well?

13
Mods / Re: [0.97a-RC11] Marvelous Personas - v1.2.1
« on: March 16, 2024, 12:44:57 AM »
Very nice portraits. Good job!

14
Suggestions / Re: Ship loadouts
« on: March 12, 2024, 01:23:07 AM »
Possibilities truly is more interesting than sarcastic ramblings. No, i do not think saving load outs between campaigns is difficult coding at all. It's already there, it's just that it forgets yours.

Also there is benefits to it when running modded games, when you can have an amazing amount of weapons lying around in storage. But this is not the necessarily the problem of the developer of base game of course.

15
Suggestions / Re: Ship loadouts
« on: March 11, 2024, 01:00:08 PM »
you can't remember your fits?

I do. The problem is the game do not remember them. As clearly stated

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