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

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Messages - pgamesfood

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1
Ah - that part (the huge ship) is definitely doable!

cool, thanks - i'll try and see if i can learn how to use the ship editor mod to make a big ship for the concept  :)

2
hi, do you know if something like this idea is already existing, or if it would be possible to do in the game?

...

im not sure if its easy to set up limits in the game, but as a self-enforced player rule, it would be something like this:
- you can add any other ships to the fleet, BUT can only deploy your main huge starter ship in combats where possible.
- you can only mount weapon modules and fighters that you FIND or win in battle to your ship.
- BUT you can buy any weapon and fighters etc from trading, BUT only to replace something you already have found.
(you can replace the mining lasers in this way but ONLY after filling all 50 weapon mounts first)
(you can replace the mining pod fighters in this way but ONLY after filling all 10 fighter slots with fighters first)
(you can always buy things when you want, to save them for swapping out later, and can buy/sell items for trading, even weapons and fighters, just follow the rules above) :o)


extra ideas: you can buy another super massive starter ship from traders at a huge cost, but only after you have maxxed out your 1st one.
challenge will be to end up with a fleet of super massive ships in this way, completing all mounts and fighter slots in this way, 1 big ship at a time :O)

can something like this be done in game? a lot of self-enforced rules will make it easier, but am not sure if making such a big sturdy ship is possible, with alll the weapon mounts for energy/missiles/balistics and figher slots are possible, and with high enough stats to be able to move/shoot/shield/armour etc? :)

The game makes no distinction between where you got a weapon - a stack of 10 pulse lasers is a stack of 10 pulse lasers, regardless of how many you found vs how many you bought. So this would be complicated to try to manage, these are not the sort of rules that map nicely onto what the game does/keeps track of.



ah ok thanks for the reply - its ok, i can use "self enforced" rules for those parts :)
 i just wasnt sure if there was a way for the game to allow for a huge ship with lots of weapon slots, (and flux or stat levels to cater for their firing etc)
as i have seen some capital ships, but not any with 50 weapon slots in a mixed harpoint type before.

3
hi, do you know if something like this idea is already existing, or if it would be possible to do in the game?

Battle Star DreadNautica (a battlestar gallactica mod idea for StarSector) - by pgamesfood :o)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

idea is for us to start out with a super massive ship hull, (either as humans or the redacted ai)
and the ship has 50 weapon mounts of multiple hardpoints, but we only start with 10 mining lasers.
and the ship has space for 10 fighter units, but we only start with 2 mining pod drones
(the ship would have the appropriate power and capacity for them etc, but the rest of the weapons and fighters are all missing)

and the Objective: (and fun) would be the need to Find and Mount, a weapon or fighter into every other empty slot :) (BUT via salvage mostly, or later replacement)

Rationale:
basically i had the idea because whenever i salvaged a battle site, or won a battle, i was finding more weapons then i could mount, and i always wanted to just be able to equip even the smallest of spare weapons, to add to the ships capabilities to see how it would look in future battles, not only in vanilla, but also because when you play with a bunch of mods, you get lots new unique weapons and missiles and fighter types, it would be cool to mix and match a bit of everything, however small :o)


im not sure if its easy to set up limits in the game, but as a self-enforced player rule, it would be something like this:
- you can add any other ships to the fleet, BUT can only deploy your main huge starter ship in combats where possible.
- you can only mount weapon modules and fighters that you FIND or win in battle to your ship.
- BUT you can buy any weapon and fighters etc from trading, BUT only to replace something you already have found.
(you can replace the mining lasers in this way but ONLY after filling all 50 weapon mounts first)
(you can replace the mining pod fighters in this way but ONLY after filling all 10 fighter slots with fighters first)
(you can always buy things when you want, to save them for swapping out later, and can buy/sell items for trading, even weapons and fighters, just follow the rules above) :o)


extra ideas: you can buy another super massive starter ship from traders at a huge cost, but only after you have maxxed out your 1st one.
challenge will be to end up with a fleet of super massive ships in this way, completing all mounts and fighter slots in this way, 1 big ship at a time :O)

can something like this be done in game? a lot of self-enforced rules will make it easier, but am not sure if making such a big sturdy ship is possible, with alll the weapon mounts for energy/missiles/balistics and figher slots are possible, and with high enough stats to be able to move/shoot/shield/armour etc? :)


4
Mods / Re: [0.96a] Wow Portraits - Look fancy in space
« on: February 18, 2024, 10:04:49 AM »
ok thanks will give it a go :)

5
cool  :)

6
ah cool, many thanks :)

7
hi sundog :)
your fuel siphoning mod has been helping me in my travels in starsector. V096aRC10

i then noticed you also made this Nomadic Survival (NS) mod, and it really does sound cool :)
can i check if there is a way for me to add NS to my existing game (which already has Fuel Siphoning   "version":"1.3.0", for     "gameVersion":"0.96a-RC8"?

is there maybe a version of Nomadic Survival for gameVersion":"0.96a-RC10", that maybe is best for me to use? (all the new stuff for 0.97a sounds cool but am not sure if i can simply remove Fuel Siphoning.class from this latest version, so that the other older siphoning mod deals with it (for this save).
or do i remove the old mod and install this one (but edit mod info so the 0.96a rc10 game accepts its?) im not sure lol

i can always just play a new game when i upgrate to 0.97a, but it took me like 3 days to download and read up all the mods for 0.96a, it would be nice to be able to play it with the existing saves for it is possible? :)

8
Mods / Re: [0.96.XX] Battlefleets of the Gothic Sector (Chaos Logistics)
« on: February 11, 2024, 04:04:30 AM »
tau will be cool :)
maybe the mod will be updated with them on a Tausday  :)

9
Mods / Re: [0.96a] Wow Portraits - Look fancy in space
« on: February 11, 2024, 04:01:51 AM »
ah ok :)
maybe someone can make that idea into a plug to help me lol :)

10
Mods / Re: [0.96.XX] Battlefleets of the Gothic Sector (Chaos Logistics)
« on: February 03, 2024, 08:16:59 PM »
ah thanks, yeah i guess it makes sense :)
i'll try and get one of those ships too for storage - main issue so far is that there is not enough fuel around to actually buy :) but im hoping soon to have a couple of colonies (1 + 1 asteroid outpost) to help me produce more - at least in the system where i am.

main goal will be to use my latest character skill of "chance to remove 1 random d-mod from a random ship each month", so if i manage to not take many loses, i just need about 100 months to possibly make that fleet all fully repaired, which will reduce fuel and supply needs even more :)

11
Mods / Re: [0.96a] Ashes of The Domain
« on: February 01, 2024, 03:04:59 PM »
ah ok, i might save them for a fresh new game with all the Ashes mods :)
(currently ive got a mix mash of gothic 40k and starwars + :)
You definitely want a fresh start for AotD VoK. It changes the economy to much to make sense midgame.

ok thanks will do,  :)

12
Mods / Re: [0.96a] Wow Portraits - Look fancy in space
« on: January 30, 2024, 03:30:58 PM »
hi foxy, there are cool images here,
thanks for making some videos about how you made them - as someone who is interested in dabbling with graphics, but cant make much on my own lol, im sure it will help. (for some of my rimworld mods like rimside recycling, ive just been asking to use other people gfx which i then modify, rotate and recolour etc - even reused a smurf lol in a pirate hat :) (one day i'll be able to make a starsector mod too)

in your post above you were asking for help, and after seeing your video about using stable diffusion, maybe this "idea" can help you indirectly? (like you could use your stable contacts to bounce the idea around and then someone might be able to actually make it work like that :)

the idea was this:

"
if there is an addon for stable diffusion that lets you give it a small drawing of a shape, for it to make some images for you (along with text inputs etc)
then why not this idea:

you give it a promt image (picture or hand drawn doodle etc)
then when it generates somethings and you find one you like
a new plugin lets you have 3 "brushes" that you can use to "highlight/circle" areas on the image it gave you, as follows:

1) MUST KEEP this area
2) MUST CHANGE this area
3) MUST LOSE this area

then, the ai simply recreates a new batch of image/s, with your choices/rules in mind.
so anything part of the creation that you liked, it will Keep, such as a head/helmet area in 1)
anything you generally accepted in locations marked as 2) are kept (but changed into something else), eg maybe you liked having an object on the shoulder pads but wanted a diffeent verion of pads.
and then for 3) anything you didnt want to be part of the forground/character etc, it would remove and blend it into the background etc. (such as it added a shoulder bag)

i think having these simple designations for different (and multiple) areas of a picture, will help users quickly highlight things they want, dont want, and things they want variations for ;)

"

13
thanks for having more options to get/convert into fuel :)

14
Mods / Re: [0.96a] Ashes of The Domain
« on: January 30, 2024, 12:31:21 PM »
ah ok, i might save them for a fresh new game with all the Ashes mods :)
(currently ive got a mix mash of gothic 40k and starwars + :)

15
Mods / Re: [0.96a] Random Assortment of Things
« on: January 30, 2024, 12:21:10 PM »
ah cool, many thanks :)

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