Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - BreenBB

Pages: [1]
Suggestions / Teach Starsector to load saves with removed mod content
« on: January 10, 2023, 12:19:34 PM »
While StarSector have great mod support, on par with RimWorld or Fallout New Vegas, or even better in some cases, since its possible to load alot of mods and there is no need to create patches for mod compatibility, it is great, but also SS mod support also have big disadvantage too, to same Rimworld and Fallout, game can't stand any content removal, usually this happens when modmaker delete some ships or weapons during update, and this forces either using old version of mod, start new game, or just manually fix save file, by opening "save_folder"/campaign.xml with Notepad++ and deleting all mentions of removed ship or weapon, which can abit annoying to do, especially if more that one ship was removed, but doable, if you preserve file structure.

I understand that it is not possible to make proper removal of big and heavily scripted mod, but I think it is doable to teach game parse missing ships and weapons or items and either remove them or in case with the ships just replace them with some fallback vanilla ship, so I'd like to suggest such feature for SS, it will make already decent mod support even better, and remove big chunk of annoyance when its comes to mod updates.

Modding / [0.95a-0.95.1a] Skill Edit 1.2
« on: December 27, 2021, 10:02:22 AM »


Personal tweak of two vanilla skills, Helmsmanship and Automated Ships, first one have Zero Flux Bonus from 091, and Automated Ships have removed limit, and they are now tweakable, like in Quality Captains, like its possible to enable and configure Automated Ship limit, or turn on vanilla 095a Zero Flux Bonus. I just like Helmsmanship bonus from 091 more and Auto Ship limit kinda limiting, so I made quick edit until Quality Captains gets updated or other skill mod comes out.

Also adds new "Extra" altitude with extra skills in in, Improved Hull and Armor, slightly buffs hull and armor, and buffs more when upgraded to Elite, Beam Weaponry Tuning, makes beam on piloted ship deal Hard Flux damage on shields, OP, and makes High Scatter Amp unneeded, (I tried to make it deal hard Flux partially, like 30% of damage went as Hard Flux and rest as soft flux, but right now I was unable to make that, considering how DamageDealtModifier works), and last one, icing on cake, which was first skill, Loadout Design from 091, but tweaked abit, now its just gives OP, since other skills gives you Capacitors and Vents now, and Elite effect makes, I know what its OP now considering built in hullmods, but still, I was kinda lacking it. All effects except Beam skill are tweakable, so if you feel them under\overpowered you can tweak them in settings.json.

Speaking of point creating Extra altitude, it was made because of technical reasons, skill UI isn't scallable, so that Loadout Design won't fit any existing altitude, since skills will go off screen, so I fixed it this way, and added few extras just so it won't be lonely.

Also thanks for Dal, Quality Captains author, studying his code helped me to figure out how to make skills configurable via settings.json.

Modding / [0.95a] Fixed Doom
« on: August 28, 2021, 02:03:11 PM »
I heard alot of complains what Doom mines are unbalanced, so I made quick mod which fixes that issue:


Modding / Mod Idea - expanded ship fit system.
« on: June 06, 2021, 01:36:26 AM »
When I played that mod for Freelancer game I noticed one very neat idea about ship fitting, author made what hull of space ship you buy is basically simply hull, and all stats like energy, heath and etc depend on what equipment you install on ship, like better reactor, armor etc.

I think idea like that can be cool experimental mod for StarSector, make all hulls basically simply hull which only have weapon and fighter slots, and make all stats like Flux Stats, Armor, subsystems, engines as installable equipment like weapons. For example if you want make High Tech Dominator you can take engines, reactor, Plasma Burn from Aurora and 360 shield from Apogee and place in Dominator, if you want both mobile High Tech ship with frontal firepower, and if you want make Low Tech Paragon, you can do that too.

I'm not a modder, but still I think what its neat idea just to share )

About equipment, I don't know if its possible, it theoretically can be made as both items like weapons or as hullmods, but installable items is better call, since its much better to balance, for example make stuff like capital phase skimmer much rarer to obtain, since it will be only one item, while if you found hullmod you can install it on all vessels, which you need to find, you need to defeat Radiant, and still if it installed like weapon you have chance what you can't recover it after battle, and recover simply Radiant hull. Another idea is make all powerful trophy reactors and such be degraded when ship was destroyed and recovered, and d-mods itself is damaged items now, and pristine quality equipment you can only obtain trough exploring or buying by high price.

About OP balance, all ship should have same OP's plus bonus OP depended on quantity of weapon and fighter slots, the better is equipment like reactor and such, the more OP it costs, stuff like Low Tech engines or shields have much less OP, better armor reduce overall mobility and have high OP cost, and etc.

Pages: [1]