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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Jonass

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1
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: November 18, 2024, 11:31:46 AM »
This ship pack is one of the better i must say. I love the vanilla friendly ships. I do not use the Terringzean, but it is a very cool, imposing ship for lowtech fleets. Thank you

2
For the counter-invasions: they happen at the start of day 3 of the ground battle (also the faction needs to have enough invasion points etc.), so really small planets usually won't see them. I could adjust some behaviors if needed, though I don't want to add too much after-the-fact work to conquests.

Thanks for your answer. There is two mechanics here i guess. One where the faction you invade makes a counter invasion. That one i have no opinions on. The mission i am referring to is when a faction puts up a reward, as a bounty to re-conquer an already conquered world for their cause. Basically a bounty. That one happens very seldom in my experience, when it should be a legit resort for any richer faction. Also then the AI could "hire" other factions to do it for them, against the player.

A total annexation maybe is too extreme. But some sort of vassalage seems more plausible and i prefer that idea to mine to be honest. 

3
Modding / Re: It Came From Beyond [0.97a-RC11]
« on: November 09, 2024, 01:39:09 AM »
Hi,

Nice ships. They look vanilla friendly and seem completely free of uncalled for anime. Kudos

4
Hi,

A very direct suggestion for a feature. This mod wants to emulate 4X strategy. Most 4x strategy games suffer from a slog of late game stack killing. So does Starsector nexerelin. Some people might like this. They call it "farming" when it is against redacted. But when you try to conquer another faction and have become powerful there is just an endless eradication of Starbases and fleet stacks.

I suggest that factions can surrender. And when they do: All of their bases belongs to us.

Another suggestion is that reconquest missions of worlds lost in wars should be more or less instant when the world is lost. That might even be interesting for the player if other factions take on the quest of reconquering a market the player just took. Reconquest missions are cool, but quite uncommon to my experience.

5
General Discussion / Battle XP from fleet or ships in battle.
« on: October 14, 2024, 11:52:19 AM »
If i fight a stronger fleet with few or weaker ships, my XP is multiplied due to the battle being more difficult.

It would be more reasonable if this XP was derived from the ships partaking in the battle, rather than the ships of my entire fleet?
I can mothball chunks of my fleet to get the bonus, but that seems not right.

Regards,
ever the underdog


6
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.


7
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.

8
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?

9
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.

10
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

11
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 ;)

12
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

13
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.

14
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. 

15
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

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