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Messages - Ced23Ric

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Suggestions / Re: Separate industry for producing ship hulls.
« on: August 23, 2020, 11:28:50 PM »
If "Shipyard" could be an upgrade/sidegrade to the Spaceport instead, with a demand of ship parts, you could have Orbital Works still do what it does, but your export volume would sink due to own demand. That'd also make it feasible for a colony to have an output of ship parts without making ships, for export purposes. I am sure there are other repercussions to this, and I do not know if you can have two parallel upgrades on a structure (Spaceport > Megaport and/or Shipyard > Megashipyard?), but this might shift the "yes makes ships" off of Orbital Works.

As for the ship quality and nanoforge; if "yes makes ships" is off the Orbital Works, a nanoforge would still improve quality/production, but, what if modded factions that do not wish to use nanoforges for lore reasons go the Templar way of doctrine fudging (maybe not the full 5-5-5...) for quality?

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General Discussion / Re: Carriers Blocking Battleships
« on: August 23, 2020, 11:22:44 PM »
If you set your carriers to escort your battleship, they will do their level best to stick and behind the battleship. They will even shift positions when the enemy moves around you, and they will also try and keep your flanks clear to uphold that state. Deploying battleships first, then carriers helps with that.

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Modding / Re: [0.9.1a] My additional commands for the console mod
« on: August 23, 2020, 11:20:58 PM »
Yeah, okay, I vaguely felt something like that was missing, but you turned that vague feeling into something concrete. Putting in stable locations via runCode felt a little odd, but having it as a built-in command is great. Thanks so much!

4
Luckily I spent some time coming up with a new logo, going with a kinda same-ish story line. Sticking with the thematic style of the brother hood of nod like their color, play style and general goals. I think when I wrote the email to them I worded it absolutely awful, re-reading it made it sound like I was going to use direct rips of their assets, sound files and images. Should have told them I would be building all assets by hand and only using the likeness and names of the assets and not the assets themselves. But Tartiflette brought up points that made me want to do a faction inspired by Nod rather than a faction of Nod. I will probably still reference Nod in the lore behind the faction and in missions and do some other things to pay homage to the series but I think that's about as far as I'll go with that.
"Inspired by..." always carries more energy than "Copied from..." - good on you. Looking forward to this.

5
General Discussion / Re: Your First Inspection
« on: September 16, 2019, 12:37:13 AM »
After the Hegemony stole a grand total of 30 cores from me, I went out and stampeded over their colonies until they were wiped from the sector. The constant loop of expedition, inspection, throwing them back, rep loss, invasion, inspection and expedition ground my aspirations down, so I threw everything behind a campaign of Hegemony removal.

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Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
« on: September 15, 2019, 01:48:44 AM »
After playing through Nexelerin with every faction mod that's currently available for 9.1a, with Varya's and all extensions, Ruthless Sector, etc. pp., I am coming by to say: Thank you for the Great Houses gear and ships. They have become absolute mainstays of my fleet, and never failed to perform admirably - and the Dominators with the AI's tendency to ram EVERYTHING, including Star Fortresses, have been a constant source of entertainment. I've seen a Dominator SLAM into wreckage and kill an enemy frigate with the makeshift projectile that created.

If the GH get more kit, heck, if they become their own faction, I will not be sad at all.

Thanks so much, Nia. You're a good noodle.

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Mods / Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: September 14, 2019, 10:29:02 PM »
Hello! I'm quite new to the modding community but I was wondering for the next update if you could add a AddAdmin command.
Sweet Jesus, yes, please. Despite all my playtime I have a whopping 3 administrators that I've gained. This is ridiculous. And, since my previous answer of whether or not there was ANY way to spawn administrators wasn't answered, I'm guessing that there is no way to currently spawn them.

I think I found 6 captains and 5 administrators when I was exploring star systems, just kinda, popped out of pods.

Also, as I traveled from and to, I hit every bar of colonies size 4 and up. After three months of reaching size 4, your own colonies can also spawn administrators. Highscore was 2 admins, 2 officers present for hire at the same time on one of mine.

Additionally, you can also look into X:\Starsector Install Folder\starsector-core\data\config\settings.json and find the entry for "adminMaxHireable":20, and crank that up to 50, for example. Should spawn more.

8
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 14, 2019, 10:23:15 PM »
Gonna make a drive-by post here. Out of all ships in the IBB rewards, the only one I kept throughout the entire game for its absolutely stellar performance, reliability and flat-out superior design to anything else, without question, is the Fang. What a brilliant ship. Thanks so much for this. I named mine after a friend that doesn't even play Starsector, and even they cheer it on when I send it into some wacky six invasion fleet fight.

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Mods / Re: [0.9.1a] Cari's Minimal UI
« on: September 13, 2019, 07:25:11 AM »

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Mods / Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
« on: January 09, 2016, 11:18:49 AM »
Dude.
Cycerin, you out of all people should know that going fast is important. I am sure that /tfg/ tought us all valueable lessons.

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Mods / Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
« on: January 09, 2016, 04:41:26 AM »
There is a similar entry by another user on the Fleaden mod. I changed the Fleaden's market to "F_AddMarket..." and that covered it.

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Mods / Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
« on: January 08, 2016, 08:25:14 AM »
So, hullmod, -20% range, +20% speed, buff all Hiigaran weapons by 20% range? Is that what you are proposing? Just spitballing here.

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Mods / Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
« on: January 08, 2016, 03:05:33 AM »
Burn speed and combat speed of all hiigaran ships in general seems exceedingly fast (with even the superfreighter and dreadnought rocking a speed of 90, faster than almost all vanilla and modded cruisers.) Burn speeds should probably be brought into line with the norm (10 for frigates, 9 destroyers, 8 cruisers, 7 supercaps, +1 if ship is a light version of said class). At the moment having Hiigaran cruisers be about 4 burn levels than than their vanilla/mod counterparts is ridiculous.

Weapon balance seems ok and not in need of much changing. Though I have not had a chance to test the larger guns yet their flux/damage/range seems in line with vanilla weapons for balance. Possibly slightly too high turn rate on the larger turrets. If their speed is reduced they may need slightly longer range on some of their medium/large guns.
You step away from the engines right now, good sir. I like to go fast and I will defend this until my dying breath. ;D

Jokes aside, the Hiigarans as they are right now sport some of the shorter range weaponry with less flux efficiency/DPS than other factions. The large pulsar projectiles fly very slowly, and even the burstgun/minigun projectiles take their sweet time to connect. Turn rates, on the other hand, are intense - to the point of being ridiculous. Regardless, the weaponry combined with a rather average maneuvering, makes Hiigarans rather muted in their aggression potential. I feel like the speed is their gap closer, and what makes them viable as a faction and is a core characteristic I very much appreciate. Increasing weapon ranges and slowing them down would only roll them back into a same-ish feel with vanilla factions.

I do agree that some of the deployment/upkeep costs could see adjustment, though. Both in the aspect of more variance for different ships of one class (50, 50, 50, 50, 25, 25, 25, 25 leaves precious few room for variation) and in the general logistics load a fleet creates. Right now, Hiigarans are very cheap to sustain, and that doesn't feel right.

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Mods / Re: [0.7.1a] The Knights Templar 0.9.5d
« on: January 08, 2016, 02:48:01 AM »
I gotta say, when I loaded up my newest game last night (erry faction, plus nex, plus SS+, max systems/planets/stations, wheeee it's busy in here) and rolled with Hiigarans, I *** my pants when I realised that the planet next to mine - like, throw a rock and you're there - is occupired by the Templars. So, initially, everytime I would go home or do something around my homebase, I had to rely on the Hiigaran's superior burn speeds to avoid the ever-salty Templars.

Then they started attacking my mining and convoy fleets, so I started hopping in to assist.

It's funny. The resilience and speed of the Hiigarans combined with their relative short-range kinetic and HE heavy projectile weapons deals with the Templars rather well. At first I felt like I was the fodder placed next to the predator, but now I am starting to appreciate the constant source of XP, gear and credits. Clarents hurt, and I usually need to eat that alpha and vent, but as soon as the Clarents are out of the way, ganging up on them one by one works dandy. Since their captains lean towards aggressive, they like to come to get their beating, too, which makes it easier to deal with them.

That being said, they are probably among the most intimidating factions, which I find great. They are very flavourful and enjoyable to fight with, and even more so, against. Good job, Cycerin.

Spoiler
Now expand their fleet. ;)
[close]

[ don't remember the name of that ].
Ah, mon ami, c'est la Joyeuse Fractal Laser!

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