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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Topics - hydremajor

Pages: [1] 2 3 ... 6
1
Suggestions / (Website) favorite topics
« on: September 01, 2022, 02:00:44 AM »
Kinda want a way to quickly check on my go to mods/topics

or is there a way to do that in the forum right now ?

2
Suggestions / Quality of life: refit screen "Slot list"
« on: August 07, 2022, 11:52:45 PM »
As the name suggests, a sort of drop down list of all the slots on a ships where one can click the name of the weapon and a line goes from the list TO the implied weapon

Slots can be "named" or tied to a group name
(for example a group named starboard, wich contains all starboard facing weapons)

Clicking the weapon's name again lets you change the weapon

and next to the weapons names you have numbers you can click to assign to a weapon group

this is mostly motivated for mods that try to have a bit more visual flair by having custom effects for their weapons (Arma Armatura's mech arms for example) or ships with the ever popular "invisible weapon" trick

3
Suggestions / Advanced mod options
« on: June 22, 2022, 11:37:20 AM »
basically a built in set of options to pick and choose what from a mod gets added or not

Though I imagine the whole thing would need a system of "Tags" to be implemented so the mod options can detect what counts as X or Y

the ideal thing would be the ability to cherry pick wich weapons/ships get activated...

4
Suggestions / Pirate factions (notice plural)
« on: March 24, 2022, 03:29:30 AM »
Basically each region of space has its own pirate faction thats mostly outfitted with pirate stuff but they DO every now and then manage to bag a ship from the dominant faction in the area

for example:
Priates operating in hegemony space have a small chance to have a (severely) messed up dominator

5
Suggestions / Ship overhaul
« on: March 17, 2022, 02:23:22 AM »
A credit-based alternative to spending story points to build in hullmods

6
Modding / Question about mods and their structures
« on: January 31, 2022, 01:16:23 AM »
I was wondering if there was a way to disable a mod's added weapons/ships without too much fuss

or at the very least make it so the mod doesn't load its weapons into the game

7
Modding / a question about Weapon_Data.CSV
« on: December 21, 2021, 02:21:32 PM »
been trying to wrap my head around how to make reloading missiles in the game

My investigation thus far led me to Weapon_data.CSV

at the top of the file (opened in notepad) there is a descriptive of what is supposed to be the weapon stats applied

in my case I'm looking at slots 10 and 11 that should respectively be time for a  reload cycle and ammo reloaded per cycle

to get the time for a reload you need to put a value under 1 wich should go something along the lines of

1 divided by (insert amount of seconds you want here) and you should slap on the value rounded to the last 2 non-zero numbers

for example:

lets say I want the Swarmers to reload 4 missiles every two seconds

I do 1 divided by 2 = 0.5

If I add 0.5 in the reload speed it'll take two instances of 0.5 to get to 1 thus my reload takes two seconds

and the next slot to the right (I think) I put 4 signifying that each time a reload cycle completes, 4 ammo is added to the ammo count until it reaches the max value of ammo the weapon can hold

Have I gotten this right or is my logic wrong ?

8
Modding / Could we get a pinned topic dedicated to settings.JSON ?
« on: December 19, 2021, 09:12:06 AM »
Lots of peoples with problems regarding the difficulty of the vanilla game would probably like to know just how much can be changed in the game through that

Heck the only thing this file lacks is a dedicated editor where all its options are neatly organized so you don't run the risk of bricking the whole file by deleting one too many characters

9
General Discussion / Why are ships sold by the player so stupidly cheap ?
« on: December 11, 2021, 12:16:08 AM »
Like seriously WTF even is the point of selling ships at THIS conversion rate ?

basically the players sells ships at what I suspect is a sub 10% of their original value basically guaranteeing that ships are just about never worth picking up to sell....

10
Modding / how to edit weapons ?
« on: October 14, 2021, 04:54:57 AM »
just wanna make my own version of reloadable vanilla missiles, how would one go about doing that ?

11
Suggestions / New perk/skill: experimental shipwriting
« on: October 01, 2021, 06:53:25 AM »
Ability to turn D-mods into built in mods depending on the D-mods on the ship
each D-mod may have multiple candidates for replacement as long as it involves a similar part of the ship

For example, Compromised Hull changes to Reinforced Bulkheads

another example is

Degraded Engines converts to Auxiliary Thrusters, Augmented Drive Field or Insulated Engine Assembly and you only get one of thoses

adds a bit of "high roller" playstyle where using junkers is a game of luck that can turn a junker into a ship capable of rivalling dedicated warships

at the same time poses a possible problem wherein certain mods you do not want on this ship may be added as part of RNG

objective of this making players using this playstyle to "endure" using "suboptimal" hullmods while also providing a very real chance to make a ship into an absolute powerhouse regardless of tech level or intended purpose

12
Suggestions / Multiple mod activation states
« on: September 24, 2021, 09:49:08 AM »
Really just a simple way to enable only a part of a mod

for example have a mod only have its ship hulls be added or only have its weapons added

is that possible without too much annoyances or is that just not happening ?

13
Suggestions / Battle groups/Squadrons
« on: September 21, 2021, 11:37:11 AM »
Simply put the ability to make squads

A Battlegroup can have 6 slots
The lead ship (must be Cruiser sized or bigger) counts for one

ships added to a battlegroup have their slot value going as such

Frigate = 1
Destroyer = 2
Cruiser = 3

So you can have for example

A legion lead ship (value of 1)

and 5 Wolf/Hounds for escorts ( 5 X 1 + 1 = 6)
or
a Gryphon and a Hammerhead (3 + 2 + 1 = 6)

Each ship's DP value is added to the total value of the battlegroup but each "slot" used grants a 10% DP reduction with the exception of the lead ship, for a maximum of 50%

Battlegroup as such gains in raw destructive power, however you also trade away the ability to give orders to individual ships, ships in a battlegroup will actively act to assist the lead ship, be it by providing PD, harassing its current target and synchronizing use of its ordinance with the lead ship for maximum effect (escort wolves fire their sabots while a paragon suppresses a target's shields with HILs)

Intent:
Make it so our fleet feels like an actual fleet and not just a bunch of rednecks in space
Also introduces building ships for specific purposes in group combat instead of defaulting to "the best" layouts

Just about NONE of the ship customisation is built around having ships use actual teamwork and covering eachother with their differing loadouts to meet different problems, while this is heavy handed, at the very least it'd be entertainning to try to have a sort of squad mechanic to see how ships bounce off eachother in a teamwork sense

14
General Discussion / Do we really need Fragmentation damage ?
« on: September 13, 2021, 11:28:51 PM »
I mean thats a damage type thats supposedly specialised in shooting Strike crafts and Missiles down, but I'm gonna be honest, however much armor thoses have is enough to just not care whatsoever about vulcans or Flak cannons

You'd have more luck converting Assault Guns into PD, sure the accuracy's bad but you only need 1 or 2 hits to land to stop oncoming missiles and make short work of strike vessels

This leaves Flak Cannons whose lack of fire rate prove underwhelming at best in a PD role

finally we get the Locust launchers who are mostly used to saturate PD, overwhelm shields through sheer spam, overwhelm strike craft armor through sheer spam, and shred Hull after armor is peeled

And then we have PD weapons like Swarmers and Devastator cannons who are given HE damage and are honestly pretty good in PD but also have extra utility through the HE allowing them to engage targets larger than than their intended role...


So the question is, since nobody uses Frag damage weapons for their intended purpose and would rather spam light machine guns because of the extra utility in added hard flux damage to shields, why keep frag damage in the first place ?
Not to mention they are a minority as far as damage types are concerned

15
Suggestions / Retrograde Engines ?
« on: September 12, 2021, 10:54:29 AM »
Basically the ability to put engines on the front of the ship

The effect being (for example) that disabling one side only lowers maneuverability thus you need to hit both the front AND back

making flaming out theses a genuine ordeal unless you disable their shields

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