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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Alphascrub

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1
Mods / Re: [0.96a] LowTech Armada
« on: March 04, 2024, 07:20:44 PM »
Does this work ok in 0.97?

I'm curious to if anyone knows, looking to pick this mod up in my next playthrough, thunderbird ships are fun. I would attempt it but I already have a large bunch of mods that I'm editing and while they work I'm nervous about creating bugs/crashes.

2
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.6a
« on: March 03, 2024, 03:14:08 PM »
Quote
I tried replicating this issue. So far, I haven't had a crash. So maybe EHM works with a version change. However I want you to tell me what specific hullmod crashed the game when you were modding the Prometheus?

experimental hullmod category crashed my game twice when I hovered over it.

Good to know. I'll be keeping and eye out on this for sure. I like heavy customization of ships. I already use Starship legends and Progressive hullmod so I can get this and those together that seems like it would offer a stupid level of customization that while is likely unbalance exactly what I'm looking for. I like it when my ships are unique to the play through. With progressive and Legends you can make some extremely unique ships and this mod would be the real icing on the cake for sure. As close to fully custom ships as I'm likely to get.

3
Great mod. Little OP. Fun to use though and it make sense. If anything I almost want a version that takes even more xp for some of the later mods as I have some ships that can do incredible things thanks to having 8+ built in mods. It makes me feel bad with how overpowered some of my ships are becoming. It would be even worse if I had more story points as I could easily have every ship in my fleet up to 6+ mods with how things works. Truly if you can't make a massively overpowered fleet of ships with this mods you should reevaluate how you mod ships and how you play the game because this mod is not holding you back in anyway and it is simply your own skill that is lacking not this mod.

 Can confirm to anyone that is wondering changing version numbers to .97 works perfectly.

Do NPC ships have the possibility of having lots of S-Mods too?  I definitely would only want to use this mod if my opponents can also make use of the mod's features.

I play with quite a few mods, but I'd say I don't believe so.  First reason being, the most s-mods I've seen on NPC ships is like 3, which is in line with what an NPC commander could obtain if they had the Best of the Best skill.  Second reason being, I use Nex/IndEvo, and when I throw my own ships into special fleets / detachments to tag along with me, and they participate in battles, they do not accrue ship XP.  So I don't think anyone besides the player accrues ship XP to use to create uber-ships with 4+ s-mods.

Ahh bugger.  I wonder if it's possible to code it so that better NPC fleets have a chance of having more than 3 or 4...

I think three maybe four is the most built in mods I've seen AI use but that might be unrelated to this mod. You aren't wrong about reservations for balance. For me however I really like the feel and customization it offers. Combining it with Starship Legends you basically make ships that are kind of one a kind. I've made some really wonky custom ships that between built in mods and the bonus that Starship Legends provides that are crazy. I also really like the Infernal Machine that is attached to SWP and often use its start on nex. I don't even pilot it most the time, but I just like the customization that's involved with it. That's the big hitch for me. Customization. Its why I run this mod as well. I've also did a few things to tweak the difficulty let letting AI have bigger fleets than me but that has kind of backfired now as the legios invasion fleets are getting pretty vast so its probably not for everyone. Also swarmers with increased fleet cap can get downright obnoxious. Keep in mind you are ultimately limited by story points here so its not like every ship is 8+ skill most of my fleet ships only have 3-5 and 0-2 have none as I view them as extremely expendable.

4
Great mod. Little OP. Fun to use though and it make sense. If anything I almost want a version that takes even more xp for some of the later mods as I have some ships that can do incredible things thanks to having 8+ built in mods. It makes me feel bad with how overpowered some of my ships are becoming. It would be even worse if I had more story points as I could easily have every ship in my fleet up to 6+ mods with how things works. Truly if you can't make a massively overpowered fleet of ships with this mods you should reevaluate how you mod ships and how you play the game because this mod is not holding you back in anyway and it is simply your own skill that is lacking not this mod.

 Can confirm to anyone that is wondering changing version numbers to .97 works perfectly.

5
@SirHartley, did you get my Private Message in regards to updating the link for the latest beta version (from the Discord) of Tahlan Shipworks?

https://discord.com/channels/187635036525166592/825068217361760306/1085331254012035112

I had to to ask to. Peeps on the discord are generally pretty helpful.



The above link dosent seem to load anything for me just gives me a blank discord can someone let me know if the link still works and its just me or is no longer working.

Thanks

Link must of have expired. General rule of thumb is to join the Unofficial Starsector discord. Use the search bar at the top right. Type #mod_updates in said bar. Select the drop down that says #mod_updates then type the name of the mod out. Be warned that not all mods there but when updating or running into broken links it can be a good place to start. Its also generally where you can find betas and pre releases for mods.

6
General Discussion / Re: Your One Ship
« on: March 23, 2023, 08:33:36 PM »
Overdriven LTA Scrap Cruiser Thunderbirds version. Its probably borderline OP TBH. I usually get one with a negotiation agent, mission to steal from pirates usually costs under a million credits. If you use it with base most vanilla level weapons and ships its alright. Building in mods to this ship seems to take over the top. Especially if you use Progressive S-Mods. This mod allows you to build in Safety Overrides in and with enough earned and invested into a ship can turn most ships into monsters. If you want to try the build. Run a Plasma gun in the large slot. Some decent high fire rate kinetics in the medium slot, preferably with some emp damage. You can toss a small Ion on the nose as well. Salamanders of some type in the missiles slots. Built in mod order should be SO > Armor/Hullmods > Shields. Max capacitors. As you get more free space you can fill out all the slots if you want. The base variant of this ship, meaning the none thunderbird version is probably a tab bit more balanced of a ship. The strong point of the Scrap cruiser is probably its massive Hull pull, flux stats and ship system. The Thunderbird version takes most of the negative out of the ship system.

Outside that I'm a sucker for the base hammerhead or mod variants. Chainguns with Light Double Machineguns, you know the drill. The Ship Weapon pack bounty Hammerhead is a particular monster as well. You basically have a Hamerhead with 3 chainguns, and 4 Light Double Machineguns. Baseline these are all pretty strong. Again what Progressive S-Mods takes these ships over the top. I'm not try to complain and I realize everyone plays their own way so please don't take this is a "this should be nerfed".

Honorable mentions goes to Lashers and Brawlers with SO. Again I'm sure you're seeing a pattern now.

I'm always looking for aggressive ships so if you have a recommendation I'm all ears. Its honestly hard for me to play a ship without SO now. Which means capital ships are generally out. I know you can mod it into caps but I generally don't do it. Being able to do it with cruisers is already strong enough. I can only imagine what a SO cap ship would be like.

7
@SirHartley, did you get my Private Message in regards to updating the link for the latest beta version (from the Discord) of Tahlan Shipworks?

https://discord.com/channels/187635036525166592/825068217361760306/1085331254012035112

I had to to ask to. Peeps on the discord are generally pretty helpful.

8
Any ideas what may cause this bug?

Code
85469 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
My game refuses to even start..
Modlist in the attachment

From what I can see one or more of the mods on your list require Graphics Lib which you don't have according to your list. Here's a link.
http://fractalsoftworks.com/forum/index.php?topic=10982.0

9
Mods / Re: [0.9.1a] Interstellar Imperium 2.2.2
« on: October 04, 2020, 04:22:07 PM »
Thanks for the feedback!

Based on the loadout, officer, and clip, what I'm seeing here is within my expectations for the ship.  A torpedo-heavy variant with a maxed officer and the Elite package should be able to defeat an ordinary cruiser, especially a Dominator (which is naturally disadvantaged against the Libritor to begin with).  You're investing a 20th-level officer into the ship, for starters, and also using a fast-burn loadout that'll nuke the first couple ships it comes across and then quickly drop off.  It would be rather disappointing if the ship didn't perform superbly in this instance.

Contrast to what a plain old Sunder could do with a 20th-level officer and a nuker loadout.  The Dominator really just doesn't stand a chance.

Thats fair. I didn't realize how much i was cherry picking on the balance factor till after I made the post. At any rate I really enjoy the ships inbuilt weapon/system effecting one another and then on top of that the faction mod directly effects how those systems work. Thats really freaking cool. I realize its probably not an easy thing to balance or do but is there a chance we might see more ships like this because if so thats *** awesome. At any rate thanks for the reply and all your hard work. Really, I cant imagine playing Starsector without the SWP or the Imperium.

Edit: I have to admit its been a long time since ive played SS. Ive been re exploring and holy *** I didnt realize how many ships you've done this with. Really stellar work. The hullmod like the elite package, or targeting package mods werent in the mod last time I played that much. Having mods that effect how the ships operate on such a level is really *** cool. I'm starting a new play through and just working through the ships to find out what they can do with the II packages. In some cases its like having nearly a different ship. Again, really awesome job. 

Second Edit: You literally turned flares in to weapons. *** awesome... I'm at a *** loss here lol. Hell the mods literally effect that appearance of the ship. I havent seen nearly everything but I'm probably going to buy one of everything just to see the different effects the packages provide to the ships.

10
Mods / Re: [0.9.1a] Interstellar Imperium 2.2.2
« on: September 30, 2020, 04:52:37 PM »
Gotta say I'm really enjoying the Libritor. Its quite a bit of fun if you can get one early in a campaign. Snipping frigates and low tech ships is pretty fun. Overall its a lot of fun and find myself hoping to see some more ships that use ship systems and inbuilt weapons like this. The only feedback I want to leave is that I think the 4 universal mounts and the fighter bay might be a bit powerful.  Reapers, with a decent officer and fighter combo with the skills to match make the Libritor pretty devastating. I hate to even say anything because frankly the ship is rather unique and I think sometimes I confuse diversity and powercreep as being the same thing when it comes to balance.

Anyway here is the loadout and a clip to show you what I mean. Take this with a grain a of salt please I am by no means complaining. I really enjoy all your mods and thanks for your time. I also hate to produce a possible problem with no comment on the solution. It seems to be the combo of the strong fighters, and reapers that take this over the top. Most loadouts are pretty balanced. Reapers with weaker fighters isn't nearly as strong in the AI hands and players make sticks and stones overpowered. Honestly a fixed drone or tuning two of the mounts to hybrid mounts might be a possible solution if you decide to make changes.

Loadout
https://gyazo.com/bc8573b421cb76a5723fcec2dcdec169
Officer
https://gyazo.com/627b3ee6c519e55337e3d304d30eaeb9
Clip
https://medal.tv/clips/33774617/d1337CZzhRLJ


Edit: *** I missed the update. Sorry I was messing about this a few nights ago and just got around to posting it now. Didn't see the update till this afternoon. I'm downloading it but after reading the notes Im not sure it will really effected what I posted to much. Sorry if it does I would test it right now but I don't have the time.


11


I've noticed the Imaginos kill itself from either full hull or close to it several times when using its ship system to teleport next to an enemy ship and both immediately exploding. I know it has resistance to ship explosions but it doesn't quite seem to be enough to save the AI from itself, so I usually just fly it myself in smaller battles or leave it undeployed. If possible I think adding a half-second of maybe 80% damage resistance after teleporting would probably solve it without unduly affecting balance? Unless your intention is for it to only really be a player-utilized ship.



I cant speak for anyone else but whenever I use the Imaginos I generally use LRMs (Blot out the sun) to support it. Basically you fly with the LRMs and either use them as screening yourself or suck them in for a bit of damage. The AI seems to struggle with dealing incoming LRMs, Shooting you and shooting the LRMS. Its a bit risky cause you can pull LRMs into yourself with bad timing. Outsides of that it leaves the other ships unprepared for you jumping in out dropping damage into their unprotected rears as they generally consider the LRM swarms to be a greater threat than you. Your phase pull can even pull LRMS into them if time things just right. I use a ion cannon or a sunjet since between your speed, built in pd, and phase you shouldnt really need anymore defense. For me thats the most effective way to run the ship. It expensive to run but like most of BRDs ships pretty unique. The damage resistance your talking about might a bit much, but hey im not the one owns the mod so thats my two cents. Keep im mind the imaginos has probably one of the fastest vent rates in the entire game when combined with the right skills and hullmods. That alone is very powerful considering the ship and it special phase ability to absorb incoming damage and send it back at the enemy. It comes from a time where super frigates were all the rage in SS modding community. Its seen some balance passes like most if not all of the old super frigates that were created back then.
This is how I run it on my current play through. The playthrough is very modded in terms of factions and im running the all skilled up mod to uncap my levels.

https://gyazo.com/017c58d046642d2ef8bce3a52f3d7c57

12
Mods / Re: [0.9.1a] Commissioned Crews 1.2
« on: September 28, 2019, 11:08:55 PM »
Well with the release of Borderlands 3 and WoW Classic Starsector is on a backburner for me right now, but when I do finally grow bored of BL3 I will definitely be giving this mod and 9.1 another go. Looks like something I can really get behind since I already tend to roleplay quite a bit in SS. Great Job.

13
Mods / Re: [0.9.1a] Interstellar Imperium 2.1.1
« on: September 28, 2019, 11:04:42 PM »
Hiya,

How do you get the Yamato start?

I'm running a bunch of mods (mostly faction mods and Nex) but I can't find the option to get that particular start. Love the lore you've built up with the mod.

Cheers

Its a Custom Start in Nex

I only get the 3 starts in Nex (spacer, derelict, and derelict fleet) even if I make a random sector. Will tinker with it some more.

Might want to grab version checker. Make sure your up to date. Also make sure you have all your mods turned on in the starsector launcher.

14
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 27, 2019, 04:54:09 PM »
Depend about factions that likes you. IBB spawn mostly on 4 faction planets:\
-independent
-Hegemony
-Imperium
-Persean League

if you just try find them in imperium bars, well  you can be just out of luck.
Ah, I see. I am commissioned by  pirates and needless to say I am not on good terms with other factions lol. Thanks for the help though, I wish there was another way to activate those dank bounty missions.

Even if your commissioned by a pirates I think you could also turn off your transponder and check the bar. You could always resign commission. Bribe an IBB faction with prisoners or by giving them captured colonies (nex feature i think) and get them back to neutral. Then just play nice or abuse transponder when doing *** they don't like while you do the IBB missions. After you completely them recommission with pirates if you like or go start your own never die don't give a *** pirate faction.

15
Mods / Re: [0.9.1a] Scy V1.57 (2019/09/04)
« on: September 27, 2019, 04:39:56 PM »
Not sure why, but Scy Fleets seem to do really really badly in auto-resolve.

For example this fleet:
Spoiler
[close]

Is facing off against Blackrock's 4 Antaeus cruisers, 4 destroyers and some frigates. You would think that with 12 capitals, they would win handily. But they get annihilated in auto-resolve, with BR not even losing a single ship.

If I actually join the battle, obviously that does not happen.

This seems really odd. Its been a bit but I generally see Blackrock fleets get completely crushed by SCY fleets. Enough to the point where Blackrock usually loses a station or two to them extremely early in the game. I'm kind of curious what the auto resolve strength is of an Antaeus. Ive crushed quite of a few of those with sky fleets before. Has there been a recent update in SCY or other mods that might be effecting this? What other mods do you run?

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