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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 - Nick9

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Sometimes it is within sense to import from a far away colony, but yeah, these disruptions are *** with me too. If this mechanic exists because of gameplay reasons, I agree with you that it should not. It's infuriating.

Blog Posts / Re: Simulator Enhancements
« on: March 14, 2024, 04:31:35 AM »
Your forces have been defeated in the last encounter.


Shut down the simulation. Good thing you ran it, now you know what not to do. [1 SP, 0% XP]

Now that's just genious!! Would surely be cool to have this option, I'd just love it. 0% is harsh though, if it's 1 SP PER every defeat.

Also I wanna mention that HimeMikohime is a Legend. Thanks for Java upgrade, to both you and Alex!

Mods / Re: [0.96a] Tahlan Shipworks
« on: March 09, 2024, 09:45:02 PM »
Haka, fyi, you can technically disable mines and artillery by changing "chance to explode" to 0.00 and setting artillery cooldown to extreme values. Cross-mod settings could be difficult to support due to lack of common core mod, some change might fully brick the compatibility.

Lack of calcium is a funny offense indeed, I really need some features from IndEvo but tend to disable art/minefiels as well. There are fun suffering mechanisms, those in IndEvo are not. Ik it's a wrong thread to talk about IndEvo though.

Kawaiisector hype train! ;D

Mods / Re: [0.96a] ScalarTech Solutions 0.9.1
« on: March 09, 2024, 10:08:48 AM »
Working on 0.97 just fine.

A classic one, fits almost any playthrough. I really like weapons and fighter wings from this mod. stitch looks ugly on sunder though *cough* In terms of ScalarTech ships, I personally tend to overuse Tress and Strand carriers. Sateen is kinda under-fire-powered for a capital, but on manual control is really fun to play with. Top 1 small faction mod for sure, feels like a non-invasive DLC for vanilla+ run, incredible.

Reaper+ torpedo is worth to be mentioned separately, at least by using size 6 font

Suggestions / Re: Gameovers
« on: March 09, 2024, 12:43:59 AM »
this reminds me of space rangers text quests, where you could have done ridiculous stupid dialogue options or fail a mission and the game would just say "the life of the great ranger is over" or something.

Damn good game ;D
I still love it, I just don't play it...

Could be cool to have such quest as a high level bounty or something, where you need to win in the orbit, on the ground, and then there's a text adventure. Ah, my fantasies...

It's already against everything and deserves a ban, yet I want to notice that there was at least 1 case of such person being rehabilitated, so if we'd REALLY went on a fullscale witch-hunt, in some cases it will be like an execution of felon who already served his time in a prison, was released, and actually changed his life.
game mods are based on trust, once lost it cant be restored.

It was so long time ago it did actually restore though, good luck finding mentions.

I stand with approach that modder can say that mod X is incompatitable with mod Y, but there is no place for restricting players from running mods that they so choose. Be it personal grudge or anything is not excuse to make players unable to play with compatitable mod X that works with mod Y. If someone wants to combine those two mods then they should be more than able to do so, since spirit of modding is not playing a petty grudges or dramas between other modders but creating and giving back to community that they are so invested in.

Yep, this is reasonable and how it should be. But still, what if one mod, for example, hooks to another mod without permission, injects code into its stuff AND clearly mentions that it does that? Grey area? Remove the mod that hooks anyway?

Simple example would be a "balance" mod. Or a mod that mocks some dialogue lines.

A full and total ban of mod authors who have even once proven to create or distribute any type of malicious code aimed directly at end user, regardless if this approach is targeted to specific users or whole wide scene of modded players.

It's already against everything and deserves a ban, yet I want to notice that there was at least 1 case of such person being rehabilitated, so if we'd REALLY went on a fullscale witch-hunt, in some cases it will be like an execution of felon who already served his time in a prison, was released, and actually changed his life.

edit: although it wasn't really malicious - it was a crashcode for sure, but it was an insta-crash, not a Ludd-have-mercy save bomb. We need to define malicious more clearly though. I am personally against any sort of crashcodes, of course, including incompatibilities created on purpose.

"I don't want to be ubermilitarized"

In the world, where everyone is militarized, you've given a choice between feeding your army, or feeding an army of your enemy.

although there are other ways on this 7-page discussion, just wanted to add this philosophical point

Mods / Re: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)
« on: March 08, 2024, 12:29:39 AM »
I am a drama queen myself (really!), but, please,


0.95 version is not affected, it was never maintained by Matt.

This version is safe to use with anything. Burn bright.

Mods / Re: [0.97a] Diable Avionics v2.8.4
« on: March 07, 2024, 08:01:07 PM »
rest assured i won't be putting more code like that into tart's mods though.

Just into Tart's mods?

Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: March 07, 2024, 07:50:23 PM »
Insane mod, now I can have some fights with FPS, not SPF.

Mods / Re: [0.97a] Diable Avionics v2.8.3
« on: March 07, 2024, 06:47:22 PM »
Hi there, why did you add malicious code specifically targeting another mod?

That's a heavy claim. Please elaborate.

It's related to latest dRaMa about bs nsfw mod when everyone went nutz, especially moralists as Matt. So he injected a crashcode (more like goodbye-your-save code) into his mod that works if you have removed from forum TNP or it's evil fork installed. And related to latest backpedaling:

Change itself that conveniently highlights the funny

Mods / Re: [0.96a] Kon's Player Faction Bundles v.2.0
« on: February 24, 2024, 11:27:41 PM »
Yup, same, just first saw this mod, hope for an update!

General Discussion / Re: [0.97a] Post Your Endgame Fleets Here!
« on: February 19, 2024, 07:15:51 PM »
is it ok to still have, like, two hammeheads and a condor in an endgame
one apogee though
nex request fleet option makes me think about my life decisions now
will change this message to make it a post about their loadouts soon:tm:

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