Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

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 - King Alfonzo

Pages: [1] 2 3
1
Suggestions / Minor UI Improvement in Battle Command Screen
« on: February 27, 2024, 02:31:17 AM »
Would it be possible that double clicking an enemy in the Battle Command screen puts the attack command on that ship if it's an enemy, and a defend order on a ship if it's friendly?

2
Suggestions / A minor quest tweak
« on: February 10, 2024, 10:38:55 PM »
During the extraction from black site mission - would it be possible to add a dialogue option when talking to the Scientist? Specifically if you've killed all the fleets and they mention the merc fleets, you tell him you've already dealt with them and he just looks at you baffled, that there were more than just three fleets.

And then do the funny and spawn five mercenary fleets close to the player.

3
Suggestions / Tie weapon health to armour values
« on: January 22, 2024, 01:46:34 AM »
As the thread title suggests, if the ship has higher armour, then the weapons should have more health points, and converse. This would help shield shunt, high armour builds resist being perpetually stunlocked by direct damage to weapons, while still being a factor for lower armour ships. It is also logical, with more armour then weapons would in turn be more armoured. In these circumstances the argument could be made that armoured weapon mounts would be rendered useless, but if the armour bonus and recoil reduction bonuses were reversed, then armoured mounts becomes a lot more useful for longer ranged builds.

4
Suggestions / Added Hullmod Ship Pips
« on: September 29, 2023, 11:51:50 PM »
In the fleet screen you can see dmods as orange pips, and S-mods as green pips.

Would it be possible to enable certain hullmods to give different coloured pips? For instance, Safety Overrides giving ships a red pip, so you can see at a glance which ships have SO and you need to consider how to approach. Or maybe if you have a custom hullmod that significantly changes the way the ship works, you can give it the red pip, or maybe a purple pip with a special hullmod, etc.

5
Suggestions / Convert Character Progression into Event System
« on: August 10, 2023, 04:54:13 AM »
So, here's the idea I'm thinking of - right now, you get exp, you level up, and you buy skills, moving up the tree. However, a lot of the balance of the tree is out of whack because a lot of really powerful abilities are available at the bottom of the blue, green and yellow trees, to account for people going hard into combat. Two egregious examples are particularly Bulk Transport's +2 Burn to civ ships (thus invalidating the Militarised subsystems burn bonus) amongst everything else it does, and Navigation's Transverse Jump.

Instead, what if Transverse Jump was attached to the Hyperspace event system, where maybe if you get to the third part you learn how the Transverse Jump?

Further, what if you had an event system based on trading? Say you do a good trade, and get 20 trade points or something. And then tie Bulk Transport's benefits to the end of that, or maybe incrementally as you go along?

That way, players who lean heavily into combat can still access those skills, the skills can still be powerful, and they can be earned in logical ways - do a lot of hyperspace stuff, and you can transverse jump. Do a lot of trading, and you can get bulk transport skills (or maybe unlock hullods along the way that help with trading / smuggling / efficiency).


Logically you may apply this to the other trees in some way or fashion, but I'm inclined to leave the level system solely for the combat skills and more esoteric, weird skills that don't fit within the context of the event system (like officer management or hull restoration).

6
Modding / [0.97a] Utility Mod: Obvious Neutron
« on: January 21, 2023, 11:44:44 PM »
This mod changes the Neutron Star icon to be more Obvious on the Starmap. See image.



That's all this mod does.
Link HERE

7
Mods / [0.97a] Holy Covenant of Kemet 0.0.4f (Boosting Ed.)
« on: November 29, 2021, 01:04:05 AM »


"...Their culture is bizarre - they truly believe that elaborate Holos are manifestations of supernatural beings, that space travel is the domain of magicians and wizards, and what they communicate with in their prayers to their comms systems are literally gods. And this information alone was painful to extract as they have this fervent religious belief that we're soulless beings seeking to entrap them and seperate them from the guidance of their 'gods'. From the data we've got it's difficult to determine exactly to what degree these 'gods' are artificial intelligences or avatars of a sophisticated police state, but it's my opinion that the Hegemony should immediately investigate - the risk to the Sector is too great if these 'gods' they're so enslaved to are alpha-level artifical intelligences."
~Intelligence Report on the Kemet System, Unnamed Hegemony Analyst


The Holy Covenant of Kemet is a small isolationist polity ruling a trinary system situated on the fringe of the Core systems. With a culture that appears to have been inspired by ancient Egypt, and using surprisingly advanced (and possibly AI influenced) technology, they are fervent in remaining isolated from the 'corrupted' Sector at large. However, encroaching Hegemony suspicion of AI misuse has forced the Covenant to seek allies in the Persean League to survive, and day by day the Covenant is finding itself thrust more and more into Sector politics against it's will.

Covenant weaponry is mostly based on their unique plasma technology, which have access to Kinetic and High Explosive damage types, making Covenant weaponry incredibly flexible. These weawpons are divided into three lines, with Ma'at weapons being the most common. Ma'at weapons are either slow firing but powerful, or fast firing and weak per shot, however once the initial capacitors are used up the rate of fire is drastically reduced. Ka weapons are more effective, with greater punch and better ranges, but are restricted by their awkward magazine fed systems, often being unable to fire while waiting toi recharge a magazine. Finally Ba weapons are the Covenant's missile weaponry, and are poorly developed; the Covenant focus on utilising their plasma weaponry has left serious deficiencies in their 'solid' projectile line.

The Holy Covenant of Kemet utilises ships that while undersized, are technologically advanced and powerful for their weight classes. All Covenant ships have Seshat Systems, a hullmod that rewards using Covenant weaponry but has severe drawbacks when dealing with missile weaponry. Further, all ships posses the Skin of Heka, an improved form of Solar Shielding derived from the blazing hot trinity of stars that regularly bake the system.
Spoiler
[close]

The ships of the Covenant are divided according to their combat style, and well known for being vibrantly, almost garishly coloured.

The People of Kemet craft are their civilian vessels; what they lack in specialisation they make up for in logistical flexibility. While a conventional Buffalo and a Dram may be better than two Khepris, a single Khepriswill always be better than just a Buffalo or just a dram.
Spoiler
[close]

Safflower vessels are nimble and fast strike craft, designed to use their system to quickly get in and deal damage, before using their system to quickly withdraw and vent. If caught out, they are quickly overloaded and destroyed.
Spoiler
[close]

The Lapis vessels of the Covenant are brawlers, with a focus on entering into combat and fighting their way out of trouble. With a system that vastly improves their energy weaponry, they are let down by sluggish movement.
Spoiler
[close]

Composed of close support vessels, the Uat-Ur line are the carrier arm of the Covenant. While weak in direct combat, they are a logistcally effective way to flood the battlefield with fighters and bombers.
Spoiler
[close]
Spoiler
[close]

Elegant in their brutality, mysterious in function, the Deshr line are the phase arm of the Covenant. With a time acceleration boost on emergence from phase and a passive system that recharges weapon charges in phase, these ships lack subtlety but make up for it in graceful simplicity - unphase, unload, rephase, restock.
Spoiler
[close]

Finally, the elite of the Covenant of Kemet are the Kermes craft; advanced and refined designs with powerful flux systems and frightening ship systems. However, these vessels are incredibly demanding logistically and often falter in prolonged combat situations.
Spoiler
[close]


This mod requires LazyLib, MagicLib and GraphicsLib to work.


>>Download HERE.<<

---

After making and maintaining GMDA, HMI, Brighton Federation, HMI Supervillians and Luddic Enhancement and FPE, I made this mod, because I cannot stop bloating I must bloat Covid left me with ample time to make it. Originally this faction came about from wanting to draw in an opalescent style divorced from the vanilla artstyle (similar to how shadowyards isn't precisely vanilla adjacent), with weaponry inspired visually (and in some cases mechanically) by the Halo franchise. Please give me a yell if anything breaks, but I'm pretty sure it's in a good state to be released in.

If you feel like giving me a tip - please don't. Instead, please direct any donations to the Mesotronik Charity Drive. The guy needs it a heckovalot more than I do, and he's in a really bad situation at the moment. Anything you can give helps.

8
Suggestions / Colonial Choices
« on: July 28, 2021, 05:11:59 AM »
I'm not sure if this has been mentioned or put forward before, but I have an idea about making colonies a touch more impactful. When players get within Comm Relay range, they can be contacted by their colony about a problem (kind of like the UI of an inspection fleet). The choice the player makes can influence what happens on the colony, for good or bad. For instance, your colony contacts you about a smuggling cartel strangling legitimate business, and want your imput on what to do. You can crack down, and lose some accessibility and annoy the pirates (who may send a raid at you), or let it happen, and get lower profits and lower stability, or even try and outcompete the smugglers at their own game depending on how "in" you are with the pirates.

The most powerful feature I think with this is interacting with luddic path cells and AI cores in a meaningful way without having to babysit your colony,a nd only having to go back when you really mess up. Or, go back in order to trigger the Path / AI core to action so you can crush them in person.

9
Suggestions / Emergency Call Director
« on: May 01, 2021, 08:29:10 PM »
Just a relatively minor one, that I've found happens due to the use of the 's' key to slow you down. Typically, when you're out exploring, you put on sustained burn, and then slow down using the 's' key to avoid storms. However, if you get an emergency distress call during this time, you need to take your finger off the 's' key to check the intel screen where the call is. When you go back into the game at normal speed, because your finger is no longer on the 's' key, there's a good chance that if you're in a storm you can get hit.

One possible solution is to have a UI element that tells you where the call is coming from, and I think an easy of of doing that is having something similar to the Neutrino detecter visual. When the emergency call comes in, you have a sudden burst of the Neutrino Detector that points briefly in the direction of where the emergency contact came from, with the intensity of the spike being proportional to how far the distress call came from. Here is a rough sketch of what I'm talking about:



This doesn't exactly solve the issue, but I think the framework for it is there, and is useful for when you're going slow through hyperspace storm regions to get a quick idea of where it is, and if you'll have enough fuel or supply to reach it.

10
Suggestions / AI Core missions for Contacts
« on: April 10, 2021, 02:17:11 AM »
A minor one - could we have an AI core request from contacts? Like, provide them with an AI core for cash and rep as a mission.

11
Suggestions / Injured Officers
« on: November 08, 2020, 06:48:26 PM »
Just a small one, that would probably eat too much time for relatively minor payoff, and largely came about because at one point I ended up with seventeen officers (!).

I propose that Officers can get injured or killed. For instance, if their ship blows up, have a chance for them to actually die or be unuseable for a month or two due to injuries. This would cause players to think about how they use their officers from battle to battle, and have a reason to have extra officers on the bench to step up in case an existing officer dies or becomes injured. Right now, officers are a resource that once you get them and train them up, you don't really need to worry about losing them or worrying about getting extra back ups. Having a more dynamic rotation of officers in the fleet however could be more interesting, and make having high level officers seem more impactful as they'd be more difficult to accumulate.

Mind, this suggestion came from the fact that officers were a lot more common than they ought to be when salvaging derelicts. So a possible solution would be to make Officers appear less commonly as a find in derelict ships.

12
Suggestions / Manual Suspicion Clearing
« on: July 11, 2019, 05:17:39 AM »
I've found once or twice when I've been desperate to get to a station that I have been unable to access it because a nearby fleet wanted to stop me and look at my cargo. Unfortunately these patrols are in combat nearby and consequently you have to wait for them to finish before you can access the market.

What I propose is you can talk to the Security Officer at the station and undergo the cargo scan instead of waiting for a nearby fleet. Also, you can do that before you leave the station, if you've been trading on the black market and want to pre-emptively cancel the patrol. Also adds in the possibility to bribe security officers to look the other way for black market usage.

13
Mods / [0.97a] Luddic Enhancement (New Version Ed. 1.2.6e)
« on: February 11, 2019, 11:37:08 PM »


What is this mod?

While playing the game back in 0.8.1, I noticed that the Luddic Church regularly had an exceptionally hard time existing in the sector. Their ships were woefully terrible to the point where they were inferior quite often to pirate fleets. In Nexerellin, I noticed that the Luddic Church was often the first to bite the dust, due to a combination of a lack of markets in general, and their own terrible dodginess.

This is where this mod came in, although it's relevance has diminished since 0.96a.

What does it do?
This mod isn't a massive overhaul of the Luddic Church, nor do I intend it to be. However, it has sort of morphed into something a touch more than a simple ship pack. This pack adds:

-Luddic Church skins to the Brawler, Cerberus, Mule, and Venture. The skins either remain unchanged besides the paint-job, or have very slight tweaks to the weapons type in their loadouts.
-A frigate, two destroyers and two cruisers unique to the Luddic Church; these ships fulfil powerful niches, but tend to be expensive and too large for their weight class or are awkward in other ways. After 0.96a and the change in artstyle I've also added two ships to the Hegemony based on ships from pre 0.96a Luddic Enhancement.

-Luddic Path versions of the Hermes, Mule, Phaeton and Starliner. This was more myself considering that Pathers would convert imported civilian ships as weapons of war, and considering these hulls are relatively common in that regards, I could see them being modified for the Holy Crusade. The ships are different from your average skin job, and may make facing the Luddic Path a bit more interesting. Also threw in that Vanguard and Eradicator, as it didn't make much sense why the pirates have this and the path do not. There is also a rare version of the Prometheus with a built-in Dram bomb.

-A new system near Magec called 'Alexandretta'. This contains a size 3 Hegemony military base (Hera Station) and a size 5 Luddic Church planet (Cerberus). The Cerberus market has a lesser, Luddic-Church sanctioned ship building program, considering in 0.9.1a Asher became a heavy industry area. However, this does help boost the Luddic Church and help it last longer in mod games.

These changes make the Luddic Church a more unique faction, producing their own skinned ships which differentiate them from the other factions rather than the 'Pirate minus' they tend to be in my games. Further, this strengthens the Luddic Church a bit, so they don't immediately fall over in Nexerellin games. This also synergises very well with the Ship and Weapon pack.

Here can I download it?
Right Here, although please note - This will require a new game to use.

Please give me any feedback if something goes wrong.

Luddic Enhancement IED Ships
Due to popular demand, I have split off the IED ships into their own mod. This mod does not need Luddic Enhancement, and Luddic ENhancement does not need this mod. This mod adds IED ships, specifically a dram, a phaeton, and a Prometheus, which explode, taking ships out in the near vicinity.

Download here for the IED ships.

If you feel like giving me a tip - please don't. Instead, please direct any donations to the Mesotronik Charity Drive. The guy needs it a heckovalot more than I do, and he's in a really bad situation at the moment. Anything you can give helps.

14
Suggestions / Minor UI Tweaks for Pulsars and Market Shortages
« on: February 03, 2019, 04:05:14 AM »
Just two minor things:

For Pulsars, something to make it clear that star is a pulsar (as it looks very similar to a white dwarf star, maybe if it has a more pronounced puprle hue or give it the same 'pulse' effect as a warning beacon?), as well as a warning if jumping into the pulsar system will park you directly in the beam of the pulsar. It's frustrating when you enter a system expecting a white dwarf, only to be instantly blasted to the fringe because you jumped directly in on the beam.

For Market Shortages, could we have a colour outline for goods that are over stocked or under stocked? For instance, if you go into the market, and a commoditiy is in excess, a green border could be placed around the commodity box, while a red one could go around the commodity box of something in deficit. This way a player could, at a glance, determine if they could buy or sell at a profit without having to go in depth with the trading UI for each item, or going into intel / their own inventories to find out shortages etc.

15
Suggestions / Volatiles as a Waystation Commodity
« on: December 27, 2018, 08:04:38 PM »
As the topic title says. A small amount of volatiles available at Waystations, to compensate for Neutrino Detector use.

Pages: [1] 2 3