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Mods / Re: [0.95.1a] Bultach Coalition v1.0.7, yet ANOTHER Sprite overhaul
« on: September 17, 2022, 12:37:51 PM »
Are they mean to be hostile to everyone in Nex?
Starsector 0.96a is out! (05/05/23)
I really like the concept of this faction but a lot of the ships are just designed to fall through the cracks of AI stupidity. I can't count the number of times I've seen Falchions or Falcon(K)s or Eagle(K)s or even Sphinxes in situations where they absolutely need to back off and recover a bit or get to safety, and instead they hit their speed boost, charge into the middle of the enemy, and blow up. I've seen them ram stations doing this. Falchions in particular are a trap - I've repeatedly seen single Falchions take on single Hounds and lose.
The Archimandrite seems to be the only destroyer in this faction that the AI can handle reasonably well.
The ships are fine and even fun in player hands. The problem is that means you have exactly one ship in your fleet that is fine. The others ...
Hey there, got a question regarding this lovely mod. So I managed to find this system MESS. I managed to destroy [REDACTED] and gain Nanite Mass from it. Apparently scientists and people with similar mindset would love to get their hands on one, but the Galatia Academy doesn't seem to care. Is there any other way to use it or do I just sell it on the black market somewhere?
The laws of causaility in the Persean sector are laws as in the Hegemony will prosecute you if you don't stop violating them.
#enables the Legio Infernalis, an elite pirate faction. Disable if no balls.I mean you kinda taunting them i guess. JK.
"enableLegio": true,
Found error on Linux version of the game, probably because miss-match lowercase and uppercase name.Quote172697 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [graphics/weapons/indevo_cryoartillery_hardpoint.png] resource, not found in
"turretSprite": "graphics/weapons/indevo_cryoartillery_turret.png",
"turretGlowSprite": "graphics/weapons/indevo_cryoartillery_turret_glow.png",
"hardpointSprite": "graphics/weapons/indevo_cryoartillery_hardpoint.png",
"hardpointGlowSprite": "graphics/weapons/indevo_cryoartillery_hardpoint_glow.png",
"turretSprite": "graphics/weapons/IndEvo_cryoartillery_turret.png",
"turretGlowSprite": "graphics/weapons/IndEvo_cryoartillery_turret_glow.png",
"hardpointSprite": "graphics/weapons/IndEvo_cryoartillery_hardpoint.png",
"hardpointGlowSprite": "graphics/weapons/IndEvo_cryoartillery_hardpoint_glow.png",
172697 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [graphics/weapons/indevo_cryoartillery_hardpoint.png] resource, not found in
After role-playing as a pure Brighton loyalist for a couple of weeks, here are some of my thoughts:
1. As stated, the Brighton is a desperate polity: "a weakling polity". It has been a frustrating experience moving from mid-game to late-game stage, and it has been a mixture of a love-hate relationship. I love it because they grow so slow; I'm constantly buying more crews and supplies because my ship gets blown up a lot (maybe I'm just a terrible captain). Yet, there is satisfaction in seeing progression while constantly resisting the temptation to pick up stronger and faster ships from other factions. I hate it because the AI is terrible with using missile. So during the late game - fighting the Remnants in large groups, it has been a rough experience. Not to mention they outspeed and outmaneuver most of my ships. Making progression against the Remnant base has come to a halt.
Perhaps include a larger cargo + civilian ship into the list? At one point, I was running 3 Colossus (BRV) to keep up the supplies cargo space, and it takes up the 30 ships limit. The Nubula (BRV) is fine for the early game, but I feel like we need a bigger crew ship for the mid to late game. After one or two big fights, I'm constantly under-crew. Going back to base re-crew has been a very tedious experience. Is Junk meant to fill in that role? This would lead to my next thought.
2. I don't understand the lore well enough. HMI constantly declares war on the Brighton. Is it just bad lucks? Or are we meant to compete against each other? Cause I noticed they are on the far west region and I'm on the east side, and they are willing to travel that far to fight over my territories. I tried politicking with them, and there are all these random events that make them flip 180 on us.
3. I'm running the skill: Derelict Operations. It's pretty cool to field a Radiant (BRV) for 35 deployment points. But both of HMI's Junker and Rapid Repair System hull-mods... oh the temptation. If I could get some clarification between the relationship of HMI and Brighton, I feel like it would brighten our role-play future.
4. I saw you included 4 new Remnant ships, but any chance will we see the BRV version of them?
5. Since the Brighton is packed with missile slots, will we see a BRV faction missile? Perhaps include built-in extra missile hullmod for some of the BRV ships?
By the way, you have done an outstanding job with the ship models and details. These factions really feel like they are part of the original game.