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Messages - HereticKannon

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I'm having a blast with these beautiful ships. Thanks very much for bringing this to us.

Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
« on: September 16, 2022, 10:02:36 PM »
I'm glad I gave this mod a try, it has quickly become one of my favorite faction mods. The ships and portraits look great and have a nice style to them. The music is unique and keeps me from just listening to my own playlist which is saying something considering how many times I've heard the vanilla tracks. The weapons have good sound effects and are varied enough that you can go your entire playthrough using only UAF tech and not feel like you're hamstringing yourself. Flying around in an SP Lillaru smoking pirate capitals and stations with a Semibreve while the ballistics sing has been some of the most fun I've had in Starsector for a long time. Is it perfectly balanced? I don't know and honestly that isn't overly important to me. It's fun. That's what matters to me. I'm not saying balance and fun cannot exist simultaneously, but if I had to pick one I'd choose fun every day of the week.

From an observer's standpoint I've seen mod authors seemingly drive themselves crazy with one balance patch after another trying to bring their mod in line with people's feedback and personal views until they walk away from the project or nerf it into the ground just to be done with it. It's an unobtainable goal, vanilla itself isn't even balanced. This is a single player game where players are free to edit values from any given mod at any time to better suit their own wishes for balance or for fun. That's just my opinion, take it for what you will.

Thanks for all your work on the mod, it is appreciated.

Modding / Re: [0.95.1a] Anex Weapons v0.2.4 - Hell of a Rail Gun Update
« on: September 09, 2022, 10:35:07 AM »
This is a really neat mod, I especially like the Sudarshan and Vajra missiles. They give me YRXP vibes. Unfortunately I guess I'm going to have to play without this since I crashed at the beginning of a battle with a small pirate fleet that spawned after I cleaned out their bank account. I had a similar error log to those above me.

   at data.scripts.weapons.everyFrame.anexweapons_mtb_pinaka_turret_everyFrame.advanc e(
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at Source)
   at Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at Source)
   atÒo0000(Unknown Source)
   atÕo0000(Unknown Source)
   at Source)
   at Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)

I will stay tuned to see if any updates pop up either here or in discord but I understand if that's not in the cards right now. For now I will miss the swirling missiles.

The unique aesthetic and playstyle of this faction really speaks to me. I know you've mentioned previously that YRXP is sort of on the backburner and that's completely understandable with all the effort you've put into it and your other mods. I never knew about the hullmod slowdown, I guess my games haven't gone on long enough for it to affect it to a noticeable degree. I'm still running the old starsector version with YRXP 2.1.2 while I wait for issues with the new starsector update to be smoothed out.

Just wanted to chime in that I am also looking forward to the fixed/updated version. Thanks for all your hard work.

Mods / Re: [0.9.1a] ArmaA Robotics 1.1.4
« on: November 17, 2020, 01:22:44 PM »
I'm really enjoying your mod, more mechs are always welcome as far as I'm concerned! The Einhänder is a blast to pilot even if I get dusted in it more often than I probably should.  As a heads up to anyone updating to 1.1.4 it might be incompatible with saves from 1.1.3, I got an error when I tried to load my save with the new version then it loaded right up when I reverted to 1.1.3. It might just be a problem I'm having though since I use a lot of mods. Wasn't a big deal in either case for me as I wasn't very far along in my current campaign so I'll just roll with 1.1.4. Thanks for all your work bringing these neat mechs into the game.

Mods / Re: [0.9.1a-RC8] Pearson Exotronics
« on: June 02, 2020, 10:13:42 AM »
Neat! You've really nailed the high-tech drone-centric look. You certainly have my interest and I wanted to give some first impressions.

The Kiruna seems like an interesting frigate. Pretty fast with good armor, flux and a powerful front facing armament. Very wide for a frigate so it's difficult to dodge shots, it's so wide in fact that its front facing shield can be pretty easily avoided. Overall, I'd say it's a nice frigate. I'm having a hard time getting a handle on its system, the Bastion, which produces drones. I like how you can cycle different formations and recall them using the system, but more often than not they seem to just fly off straight past what I'm fighting and stay out there until I recall them. The AI usually has a better go at controlling them when I try putting it on autopilot, so it could just be user error. Also the drones it produces die when they're looked at sternly, but I guess it sort of has to be that way considering the circumstances of it being a frigate and they can be fabricated during battle.

The Denmark may very well become one of my favorite ships in the game. Its system is so cool, the defence formation works great for PD and close fire support while the focus formation is such a neat visual of all three drones joining together to fire out a blazing red energy beam.

Those are the only two ships I've had time to play around with this morning, but I am excited to see what else you have in store for us.

Mods / Re: [0.9.1a] Red (0.8.1) Mod
« on: December 14, 2019, 08:22:27 PM »
I like the new ship art. It's unique and matches well with the built in hullmod which states that the ships are built with plastic exteriors. I'm playing with them in a new playthrough, I'll let you know what I think after I get a better feel for them. Initial comments are that I find the combination of generally low monthly supply cost with high recovery cost an interesting aspect. Well, high with the chemical core hullmod which some of these ships seem like they outright require. An example of which is the Basilix which will flux itself to death without it. With the hullmod at least it does it more slowly.

Anyway, point is that I like how the little guys look and am glad to have them to play around with. Thanks for all of your hard work updating the mod!

Mods / Re: [0.9.1a] Yuri Expedition v.1.4.2 || Faction Pack || Hotfix 11/18
« on: November 20, 2019, 07:01:48 AM »
I've been playing with your mod for the last week, and I must say these are some of the most fun ships I've had the pleasure of using in Starsector.

As much as I personally don't like to see nerfs, I think the decision to bring the sustained fire of the missile launchers a bit more into line with higher max but slower regenerating ammunition was a good decision. I was finding that I could out attrition just about any enemy that didn't have superior numbers to surround me or longer range weapons (typically beams). The new tweaks will make keeping expanded missile racks pretty much a necessity, but that's probably a good thing as lots of missiles is sort of their thing. Plus more missiles are fun.

Seems like the Scorched Lily was brought back down to Earth, so to speak. Almost doubled the flux per shot on the main gun and nearly tripled the refire time. I guess it was pretty bananas before, and it's still a really good ship. Sad to see though as the fireworks cannon was so damn fun.

Starting over now with the new changes to see how they perform. I'm enjoying the mod, there are some truly unique ships in the roster. You're doing great work and I sincerely appreciate the effort you're putting in here.

This mod looks great! I love the missiles that look like blossom petals swirling around. Definitely going to restart my campaign and give this a try when I get home from work.

Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: November 07, 2019, 01:59:19 PM »
Another quick update since I wanted to see exactly what was causing the crash. It seems now like there wasn't anything on this end, it was a conflict with a new mod on the forums called Kipling Radiative Faction Pack ( so I apologize for the misleading initial crash report.

For the purposes of the test I had on:

Console Commands
Hiigaran Descendants
Kipling Radiative
Lazy Lib
Magic Lib
Audio Plus
Graphics Lib

Crashed after I clicked Start Game with this report:

490739 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError:;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
   at Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)

I turned off Kipling and it starts up just fine, even with all of my other mods thrown in afterwards.

Thank you Central for the amazing mod and NoFoodAfterMidnight for the update allowing us to enjoy it. Time to cruise the space lanes in these blasts from the past.

Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: November 05, 2019, 08:20:55 PM »
Hi there, I loved playing Homeworld as a kid so I really appreciate this mod being updated. The ships look amazing!

As Central said though, there seems to be a problem with version 5 when starting a new game. I tried loading the game with this mod and had a crash, but when I turned only this mod off the new game started just fine.

Mods / Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
« on: August 08, 2019, 10:28:59 AM »
Alright, first post on the forums. I haven't been playing Starsector long, I only found out about it recently from Sseth's video. Bought it the next day and it has been destroying my sleep schedule ever since.

I'm new to the game, so I'm going to hold off on giving feedback for a couple days while I play with the most recent balance changes, that being said I still wanted to weigh in on the conversation: No one is making anyone else download and play with this mod. It is entirely optional. By creating this mod you have enhanced the player experience of myself and, I'm sure, many others.

I mentioned before that I bought the game the day after watching Sseth's video. I didn't buy Starsector immediately because I was still on the fence regarding whether or not I wanted to make the time investment to learn what appeared to be a pretty complicated game that came out more than six years ago. I didn't make the decision to go ahead and purchase the game until I saw this mod, your mod. The ships, the nullspace effects, the lore all just appealed so much to me that it pushed me over the precipice and made me want to learn and play Starsector. If not for Sylphon it's very likely I would not have purchased Starsector.

Please do not let a very vocal minority overshadow the majority of people who silently play with and enjoy your mod. If you feel you need to put out balance patches based upon your own knowledge of the game, changes that come with base game updates and constructive criticism/feedback from players then absolutely go for it. But on the other hand don't feel pressured to do so against your own better judgement. This is your mod, made on your own time and released for the betterment of the game and the community. If someone doesn't like your mod and personally feels it brings down the quality of their experience in the game then they are free to uninstall it and never give it another thought.

That's just my two cents, take it for what it's worth from a new player but also someone genuinely appreciates your mod, the time you have invested and continue to invest in it. Starsector would be a lesser game without these glorious purple terrors.

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