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Messages - Thyrork

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1
Modding / Re: [0.9.51a-RC6][WIP] San Batavia Republic 0.1
« on: March 25, 2023, 08:32:11 AM »
Heck yeah.

2
Mods / Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« on: July 13, 2022, 06:35:36 AM »
I actually made a prototype for that early last year. But since no one seemed particularly interested in it at the time, I shelved it. I'll give it another look some time.

I am excite!

3
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« on: June 21, 2022, 04:30:24 AM »
Living upto my twitter and actually posting feedback in the thread;

The keycards are cool, but the more expensive ones should probably be limited somehow. Perhaps dedicated assassination/bounty missions offered by factions with an alert that a card might be involved? Saying "how about rare salvage from stations/planets" feels alittle boring as a recommendation.
Obviously this hurts getting early rep with UAF and Nia, so a "cheap" card can remain as drops to help players get that head start. Perhaps a damaged version of the existing cards that is still valuable for reputation but less cash?
I'm not really in favour of reducing the value of the original cards, finding one should be a good moment and money is always good! But the expensive ones dropping from random small pather/pirate fleets is abit crazy.

4
Tech Mining Operations Centre - Works within <X> light years. Any colonies owned by the player that have ruins are mined. Upkeep goes up per mined planet. Scroll over the industry to be informed what is being mined and how much is left.
So for example; 3 worlds, 2 in 1 system and 1 in the other; all 3 have ruins. 1 TMO mines all 3. Must have colony presence to work. "Works within <X> light years" could also be an upgrade from a story point or an alpha core if this sounds too strong and instead at first it only works in 1 system.

Regardless; said industry would also be a MAGNESIUM FLARE to the pathers, which feeds the conflict-directed design of starsector. Ruin-bearing colonies that are being worked would also be in danger and "tech-convoys" would haul between the sites. Their destruction would not remove anything of value but slow down the extraction of goods.

The goal of this suggestion is to encourage colonies on smaller ruins to be potentially a short term grab and further split the players attention to defending their nearby mines from the angry pathers and the convoys from opportunist without suffering any risks but the setback.

5
Mods / Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« on: June 02, 2022, 08:02:20 AM »
Prav, love the mod, especially the dangers that lurk in the belt and beyond. The two factions themselves took some time to wrestle with but damn if it wasn't worth that time. I thought I'd only like the prv but the rusters are great too. Especially if you want to do the whole ore miner thing to get started.

However, that said, I adore your doctrine changed mechanic and would love to see it expanded into a sub-mod that adds it to the original factions. Its so *** flavourful and just enormously charming.

Imagine the nobles on Eventide managing to flex influence over the Hegemony in favour of more midline ships in their fleets for a short time. TriTach "recalculating" against their perceived threats and expanding their capital ships to match, giving a focus on large ships in their fleets.
The pirates could be the push and pull of their various market bosses scheming in Kanta's ear, the Luddic Path getting a hold of equipment "sourced from generous donators".
The various worlds of the Persean league stepping up with an elite unit (s-modding a specific type of midline shipline into their units) and the Luddic church could be a wax and wane of the knights doing operations.

Its just so endearing to me, so I wanted to run the idea by you as a suggestion with some thought added! :)

6
Mods / Re: [0.95.1a] Exotica Technologies
« on: May 28, 2022, 02:35:17 PM »
So you've played ESR and are wondering what's changed and new with ET; Peek and behold!

Spoiler
Firstly, the fundamentals are the same. Get ship, upgrade ship in different ways, find exotics through exploring ruins and stations to get particularly powerful improvements that you know and love. But the devil is in the details;

Bandwidth - Has replaced Quality and functions the same. Pay cash to make it so you can mod your ship further.
Upgrades - Are the biggest overhaul by far. Gone are the no brain picks that make your ship systems cooldown faster, instead replaced by a system of great gains at small losses.






As you can see, Infernal Engines is a net gain but in a focused direction with a downside. You are trading decelerating and increased fuel consumption (with handy actual numbers for when those rise high enough) for increased accelerating, turning, burn level and speed. Similar to how the exotic upgrades sometimes had trade offs; all upgrades are like this now. President Matt Damon is working on future upgrades so don't expect this to be it, but the core upgrades are solid. I highly recommend forced overtime for your frigates and commissioned crews for your civilian ships once you're rolling around in cash. Infernal Engines are amazing for your slow capital ships that you don't care to decelerate on, or on your fast hit-and-run ships that don't brawl and veer away.




Exotics - As I said, are similar to what you might have already seen. They can also be removed from ships with a story point now which brings me to another big change;
Enemy ships now can come with upgrades and exotics! Hope you're ready to run into Dominators with a spooled feeder! I wasn't! I hated it! On the plus side you can now rip out their upgrades into a chip to install them onto your own!



Finally lets talk about Scanning fleets. When fleet dialogue appears, you might see extra dialogue mentioning that the "Other fleet appears modified". Open coms with them and you will get an extra option to scan them. This will open up a similar ship menu as upgrading to let you pick ships your interested in seeing how they are modified.
[close]

Obviously this a huge update the now renamed Exotica Technologies! Hit President Matt Damon up with questions and bug reports, I am certain I didn't get them all, but I wanted to share a survival guide for this new incarnation!

7
Try to find 1 or 2 planets with Vast ruins+ ,build a tech mining facility there, alpha core it and story point it, congratz, you will be getting lots of superweapons on regular basis

Hilariously, over the course of multiple runs, I've tried! I've only ever gotten one or two per run. Still its fine. :)

8
I really do like your mod a bunch Mira but if I can run an idea by you; Mini-superweapons Mod - "Weaker prototype versions of rare super weapons but you can find blueprints to make more."

Seconded on this one. I really like the creativity and unique effects, but the sheer power level of them makes it kind of boring to actually use- get superweapon, use it, win. A version with "balanced" guns would be welcome.
I am not good at balancing stuff since every person sees "balance" differently, that's why i don't bother trying to satisfy everyone, i just play with my mod on 24/7 and try to adjust things based on my experience (or unless a group of people pointed at the same thing).
Regarding Weaker prototype versions of rare Superweapons, the Photon lens for example has 450 dps at 38 OP cost, that's less efficient than a standard Plasma cannon coming with 750-dps at 30 OP, however it makes up for it with special ability which is not always useful depending on your/enemy fleet orientation and their weapons.
Almost every Superweapon is balanced around a specific downside, if you want less powerful weapons then you got many faction mods that adds your average weapons to the game, you can use these if Superweapon is not your thing.

Oh superweapons are 100% my thing, I just wanted to see weaker blueprint versions for some protection against bad RNG!  ;D

I of course say that on this current run where my very first research station gave me the BFG haha.

9
I really do like your mod a bunch Mira but if I can run an idea by you; Mini-superweapons Mod - "Weaker prototype versions of rare super weapons but you can find blueprints to make more."

Think of them as low power versions. Some of the weapons are just.... really fun to use! Especially the NovaX and the Photon Lens. But the RNG means sometimes I don't get to see them and I'd be happy with a much less powerful version that has similar vibes!

Food for your thoughts. Is the update save compatible?

10
So if you're like me, you like making runs to try out new factions or just playing the existing factions. Starsector is a sandbox after all but sometimes having alittle direction can shove you helpfully into the Fun.

You're going to need Nexerelin to get the most out of this list. You might be able to adapt it to vanilla and follow the spirit of what you roll.

1 Hyper focused - Roll to decide which type of ship you exclusively fly. 1 - frigate 2 - destroyer 3 - cruiser 4 - capital. Optionally you may want to buy a ship of that size as soon as possible and refund the cost.
2 The War Hero - Fight in major battles, defend markets, reclaim and conquer, do not govern. You lead from the front not behind a table. Get at least 2 Military contacts in your commissioned faction maxed out. Take as many bounty missions as possible.
3 Explorer of the Rim - Seek out the treasures of the sector and bring them back to your faction for their betterment. Sell schematics, rare technologies and unusual finds. Get at least 2 Military contacts in your commissioned faction maxed out. Take as many drop-off missions as possible.
4 Coreward Expansion - Through conquest, core colonization or an existing size 3-4 market, become a governor of your faction within one cycle. Get at least 2 contacts in your commissioned faction maxed out. Take as many spy missions as possible. Especially try to do any conquest missions offered by your faction.
5 The New Frontier - Find lucrative systems to expand to and colonize them for your faction. Ensure that at least one world per constellation is under your governorship. Hand control of the colony over to your faction once it is at least size 5, has two industries and turns a profit.
6 Rebel With A Cause - Ally with the pirates without losing your commission. Get at least 1 underworld contact in your commissioned faction maxed out and 2 pirate contacts maxed out. Take as many prisoner rescue operations as possible.
7 Taking out the Trash - Destroy pirates, pathers and hunt down any traitor bounties that come up.
8 <REDACTED> <REDACTED> <REDACTED> -
Spoiler
Seek out and destroy the Remnant, find a coronal hypershunt and face the threats within. Deal with the secrets as your faction sees fit.
[close]
9 Speak Softly, So others must listen. - Count your list of factions, removing Pathers, Pirates, Independents and your Commissioner. Roll to decide who is your prospect then find a way to ally with them without sacrificing your commission.
10 Be your own Iron Shell - Establish two colonies, with at least one heavy industry, then break your commission and ally with your former commissioner. Maintain said alliance as highest priority as well as having 3 contacts maxed out.

11 Caught Stealing - Lower your reputation through piracy and attacking your own faction until your commission is cancelled war within 1 cycle. (MAR 1 C-207)
12 Rum and Guns for Everyone - Work with the pirates, feed them blueprints. Be their friends even at the cost of your faction.
13 Prayer Day - Work towards redemption with the church of galactic redemption on behalf of your faction.
14 Ludd's Technicolour Dreamcoat - Work alongside the Pathers, keep your colonies from becoming targets. Loudly respect Luddic traditions. If need be; betray your faction to redeem and seize the tools of mammon away from the people.
15 Toaster Lover - Work with "N".
Spoiler
Make peace with the remnants even at the cost of your standing with your faction. Follow her storyline to its conclusion. Use automated ships where able, getting the skill as soon as possible.
[close]
16 Some crimes may never be forgiven. - Count your list of factions, removing Pathers, Pirates, Independents and your Commissioner. Roll to decide who is your grudge then destroy them utterly, even at the expense of your  commissioner.
17 You can't trust Independents, Kif! - Conquer All Independent markets for your Faction.
18 The Grand Betrayal - Establish two colonies, with at least one heavy industry, then break your commission and dramatically invade your former ally as the opening shots.
19 Thanks for the Free Stuff! - Break your commission immediately and enjoy living with your inherited friends and foes. Delete your contact.
20 "Look you're pretty but I'm still not paying my taxes." - The black market is your first point of call. You can still make legal purchases but avoid them. Do not respect taxes nor tariffs.

11
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.2)
« on: April 27, 2022, 03:15:15 AM »
Sorry for the delay in updating the mod. I just haven't had much time to work on it recently, but once I do the crafting system will be the first new feature to be implemented. Thank you for your continued patience!

Take your time. I do have a small request if its no pain when you update; while console commands let me do it just fine, a way to terraform away from having any volatiles on a planet would be nice. Since Soil Nanites cant work on worlds with volatile deposits terraforming <something> into Terran can result in a missed chance to use it.

12
Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: April 21, 2022, 12:11:28 PM »
Well now I'm hyped for the crossover of the century.

13
Suggestions / Re: Cryosleepers and colonies.
« on: April 08, 2021, 08:16:46 AM »
Speaking to @amosolov on twitter, copying in the important bits so more eyes on it;

Quote
Me: been discussing an idea for cryosleepers on the unofficial discord with Tarn#5882 who suggested they could allow for size 7+ colonies. It seemed like a neat idea? Maybe even go as far as designating one world as the benefactor regardless of proximity to the sleepers?

Alex: Hmm. You'd feel like you *had* to only colonize near one then, no? So it'd have to be where you can do it regardless of proximity. Which makes their location not really matter... It's an interesting idea, but not quite sure this all clicks

Me: being near the sleeper would give you its existing benefit. This "designate colony to grow past usual limts" would be seperate and without needing to be nearby.  This way, players dont need to "wait" to find one to build a colony. Made a thread here.

Alex: Usually a good idea! To wit, now that the idea of a "10 resource required project" came up in conjunction with this, I'm intrigued... :)

Alex: Ah yeah - that makes sense mechanically, but doesn't really make sense in-fiction, does it? Like it'd feel weird for the much bigger benefit to also be like "oh yeah you don't need population growth for this... extreme population growth"

Me: I imagine it as you needing to ship people with the help of others. A drain on your credits as other captains take you up on the missions to ferry people until the deed is done, becoming more costly on the distance. And a hook for the major players to notice what you're doing.
It also could be a tipping point of you being a upstart pretender to becoming a legitimate "player of the game" in the eyes of the major factions. With all the benefits and all the horrors that will contain...

14
Suggestions / Re: Cryosleepers and colonies.
« on: April 08, 2021, 06:06:35 AM »
Seems like a good idea. Might be a good target as another one of the "requires 10 of a resource" end-game goals.

Wake up all the sleepers: requires 10 food income.

Using this as the trigger to "point" at the colony to become the candidate would be a solid hook.

It'd also be a good event to cause all the factions to either court or condemn you over the coming months as they realise you've gone from upstart with a colony to upstart with a enormous potential workforce and a colony for them to work in.

15
Suggestions / Cryosleepers and colonies.
« on: April 08, 2021, 05:41:42 AM »
While I messaged alex on twitter with this thought, I figure it should be brought here too;

Been discussing an idea for cryosleeper ships on the unofficial discord with Tarn#5882 who suggested they could allow for size 7+ colonies.
It seemed like a neat idea? Maybe even go as far as designating one world as the benefactor regardless of proximity to the sleepers?

I feel this would also be a comfortable lore reasoning for you having one colony with a population in the higher numbers. You found something monumentally important after all, a cryo ship discovery should be a sector-shaking event. Having it be able to "aim" at the colony you want to become your new homeworld would be an added bonus to its existing features that doesn't force the player to find the cryoship first, as your established colonies far away might not benefit directly, but at least one world will become your new capital.

With all the benefits and all the problems it will cause. After all, never forget, you are the upstart in the sector. The factions might not like you having access to that ship and its people...

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