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Messages - ApolloStarsector

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Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 21, 2023, 08:29:59 AM »
Love the proposed changes! Major hype!

Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« on: December 06, 2022, 08:20:22 AM »
Despite the overall fantastic look of this mod, there are two groups of graphical effects that are particularly ugly:

1) Verlioka. The use of two very bright, visual marker beams along with that fuzzy "field" graphic is horrible! I hate it! I've desperately edited files, searching for a way to hide it completely, but I was unsuccessful regarding the two side beams.

2) FluxRapture. No matter how transparent I make these ugly field markers, they are still distracting and ugly. I have decided to make them totally transparent.

Basically, I don't like it when there is an obvious graphical indicator on the screen. I want to see the actual ships, actual weapons, and actual explosions, and almost nothing else. I know how to render the above graphics 100% transparent, but this doesn't solve the issue of the Verlioka side beams (pizza/pie slice pattern), which are drawn by graphicslib as far as I can tell.

Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« on: December 01, 2022, 10:52:45 PM »
Just to add to the above. I’m really loving this mod. I might make normal maps for myself, as I have a plug-in for that does it automatically. I know not to post anything like that without permission etc. Just giving my thoughts. Dark Revenant made some godly normal maps for his Interstellar Imperium mod, but it has made me dream of normal maps on every faction mod, because it makes such a big difference. In any case, keep up the great work, you absolute chad modder!

Edit: I just noticed that you actually made a normal map for the Apollyon - it looks awesome!

Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« on: November 29, 2022, 04:37:42 PM »
Hell yeah! I saw this mod a while back and I think I remember being sad that it wasn't updated for 0.95.1a. Can't wait to play it again. Also I love the metal music in the trailer video. Some badly needed testosterone in this community...

Edit: I’m having so much fun with this mod. The ships are so badass. I get a dark, but cool, ruthless vibe from them. Kind of like the Necromongers from Riddick. Great balance, effects, trade offs. Fun to watch them fight. Not gimmicky, gaudy, or… grabby.

Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: November 29, 2022, 11:02:02 AM »
The English in this mod is THE WORST I've ever read everrrr. Aside of technical mistakes like missingspaces where thereclearly should bespaces and spellign erors, the writing itself is actual dogwater.

Simp rage!

I did see your response to someone else about the balance being tuned for faction mods. So I’m currently doing a run with BLUE, RED, UAF, BRDY, and some others - all of which I avoided including in my other recent game with Hiver Swarm due to them being too OP (I thought, haha). Now I realize I want this power in the sector to check Hiver ambition!

A swappable config file or something would be a good idea, but up to you! I’m not sure if I found that big vendor price after the very most recent patch or not. In any case, I don’t mind being shorter on money, so I used your alternate non-lootable file.

Thank you!

Fantastic mod. I love the idea and execution. Suggestions:

1) Too aggressive and too strong compared to the vanilla factions. Sindria conquered by hivers in the blink of an eye.
- Delay invasions by a cycle, decrease invasion fleet size, or decrease invasion frequency?
- I do like having an OP enemy, though. I like the direction you've gone (just maybe a little too far).

2) The vendor price for hiver weapons should be much lower. I made about 4 million credits after selling the weapons from a single medium-large battle.

Well done! This game badly needed insectoid aliens.

Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: November 20, 2022, 10:32:15 AM »
Do remember that if you want the full Kadur Remnant experience, you ideally should have Vayra's Sector installed as well...

Thank you!

Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: November 18, 2022, 04:32:29 PM »
Some people commented on this a few pages back, but I'll add my two cents anyways. Kadur remnant lost one of their two colonies before I had my first capital ship (and I'm no slow-poke in that regard). Hegemony invaded them with multiple large fleets including numerous onslaughts. Their "star fortress" equivalent was no match. Because I'm doing a playthrough as them, I didn't want them to be destroyed when I had no chance of saving them. So I made the following edits to allow them to survive:

\Kadur Remnant\data\config\exerelinFactionConfig\kadur_remnant.json

    "diplomacyPositiveChance":{ "hegemony":1.0 }
    "diplomacyNegativeChance":{ "hegemony":1.5 },

I also used console commands to raise the relation with hegemony to -40 to prevent their invasion fleet from attacking (to retain my save progress). Anyways, they might need rebalancing so that they aren't auto-wiped.

Mods / Re: [0.95.1a] Apex Design Collective v1.0.10b
« on: November 13, 2022, 12:41:48 PM »
I'm loving this mod. Like several other great newish mods, I notice there are no normal maps for the ships for graphicslib. Without normal maps, the ships are left looking somewhat flat. Anyways, just a suggestion :)

Edit: I just want to add that I'm willing to take a crack at making the normal maps myself. I've never done it but I believe I've seen some guides around for how to do it via a batch method.

Well said. That does make sense. I respect Alex's vision. And I especially respect the modders who turn it into 4x!

Oh, very surprised by that. I stand corrected! My main point still stands, however. Why all the complex colony management and defenses, fleet doctrine, etc, only to defend against pirates and hegemony AI inspections? It just doesn't make sense. It's on the cusp of being a great 4x game. Maybe it's not meant to be. At this point I've moved on and will check back when the next release comes.

You could make the same argument regarding conquest in Civ5, and it would be equally silly. As it stands, you have to pretend the core worlds are a threat when really, they don't need to be at all. Conquering worlds isn't a mod feature, it's in vanilla. You can take the horse to the water, but you can't make it drink.

Suggestions / Mid-Endgame Difficulty Enhancement - easily implemented
« on: August 15, 2022, 04:41:06 PM »
This game has given me over 100 hours (possibly hundreds of hours) of fun. One area of the game that is far too easy to brute-force is raiding and conquering the core worlds. In the back of my mind, I'm aware that I can simply amass a few thousand marines, and the core worlds are no longer a necessary threat. Some players respond to this point with, "redacted, ordos, etc. are the true endgame". I don't think there's actually that much enjoyable variation in farming ordos or the the various other powerful redacted ships.

The fleshed out player colony system, including resource management, warding off raiders and AI inspections, and diplomacy, are a far more enjoyable and enduring aspect of the game. But if the core worlds are easily wiped out or conquered, this aspect of the game is no real challenge or necessity. I think the game would be much more fun if there were a game/difficulty mode where the challenge in this aspect of the game was increased. I'm aware that Nexerelin has income-multiplier and growth-multiplier settings (including the "starfarer" mode), but this doesn't go nearly far enough.

Suggestion - offer a game/difficulty mode that:

1. Limits the total number of marines that the player is allowed to have at once.

2. Limits the total number of ship deployment points that the player is allowed to have at once (i.e., the player will not be able to have more than 4-5 capitals in their fleet).

3. Makes AI factions more aggressive with attacking and raiding the player colony.

4. Eliminates the possibility of salvaging a capital as a vulture or explorer, as this catapults the player out of the early game instantly.

Proof that this would be popular to many players: the popularity of difficulty enhancing mods such as ruthless sector and starpocalypse, both of which I have enjoyed greatly.

Modding / Re: What is lagging my hyperspace? List of mods included.
« on: August 10, 2022, 07:52:50 PM »
Thank you very much, Timid. Now my performance makes more sense. Fairly high spec computer and now hyperspace is smooth, frame rates around 40 now. I realized that the G1GC_Winka vmparams actually reduced my FPS after several eye-ball benchmarks (using the same save with a waypoint set, reloading for an extra run on each to see if any change).

But upgrading Java to 8 did the trick for me! I think this actually hit two birds with one stone, as I had been annoyed at having to restart the game every 2 hours or so (when enjoying my soon-to-expire luxury of gaming most of the day, child incoming).

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