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

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Messages - JohnVicres

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1
Mods / Re: [0.97a] Random Assortment of Things
« on: March 12, 2024, 12:14:58 PM »
Blade Breakers are Blade Breakers.  Exotech is Exotech.  No need for everything to be the same.
Dassault-Mikoyan is gone, probably for good, and that is a whole 'nother unimportant discussion. I'm not suggesting a similar scenario for the sake of copying, but because it is compatible with the faction description of Exo-Tech as they are said to be a manner of pirates (therefore disliked by most Sector polities). A deserter of Exo-Tech would be disliked by the Sector and an enemy of Exo-Tech.

Besides that, I just think it's cool to create a unique player-led-faction custom start. I'd absolutely do it on my end, as I usually do for most small stuff, but I am an utter beginner at coding (learning the basics of python rn) and have no proper knowledge of java; Therefore custom starts are beyond me.

2
Mods / Re: [0.97a] Random Assortment of Things
« on: March 12, 2024, 09:04:37 AM »
There is an exo start. You start with a few exo ships and an exo partnership so you can easily find them and some tokens to trade with.
I know there is one for an exo-tech partner, I meant to say a different exo-tech start where you are a deserter of said faction and pariah to the Sector.

3
Mods / Re: [0.97a] Random Assortment of Things
« on: March 11, 2024, 12:21:39 PM »
Another thing: a petition to add another Nexerelin custom start, one where you are an Exo-Tech deserter. Similar to the Blade-Breaker deserter start if you remember, start with the faction blueprint package, some faction ships, and awful relations with all factions.

4
Mods / Re: [0.97a] Random Assortment of Things
« on: March 11, 2024, 10:58:41 AM »
That drum-looking thing at the bow of the Leanira, what is that? Looks kinda like a weapon to me. In fact, adding a spinal weapon to the Leanira would be cool, make it less boring; I'm shoving a built-in HIL on that front cannon!

On a sidenote, I've had a possible bug with Leanira where it exclusively sends its fighters to protect the Apheidas platform, even if the current enemy target is overloaded.

5
General Discussion / Is the Hephaestus at a good spot?
« on: March 09, 2024, 09:48:37 PM »
Don't really feel it. I know it's an "armor-stripper" like the chaingun, and the 0.96 flux cost reduction helped some, but the problem is the OP cost compared to the Hellbore: 4 OP is a big difference, even if it's a large gun. As it stands, the Hellbore seems to be just too good with both armor penetration and chunky, instant damage, whereas the Heph needs time to get it done, time that entails getting shot at for longer and generating more soft flux. Perhaps there's a plus in Heph being able to deal with fast and/or small targets, but then it's competing with the Devastator. In the spreadsheet the gun seem fine, but gameplay-wise I've never picked a Heph over a Hellbore or Devastator; the only ship that could mount Hephs wisely is the Conquest, and strictly DPS guns in the Conquest is a bad mix.

I recently wondered if keeping  the flux cost (if not lowering it again) AND buffing the damage BUT increasing OP cost to 22 would make it more interesting. Gets it closer to the Mjolnir, but still lower to define it as less extravagant. I've experimented with (flux/damage) 110/130, 110/140, 110/150 and 100/150, but I don't really have an accurate testing setup so I'm certainly overcompensating.

6
I have a similar issue to Tempest's, I've fully disabled invasions in the config file but they still happen. Is it only for new games?

7
Mods / Re: [0.96a] Random Assortment of Things
« on: December 12, 2023, 12:30:30 PM »
Spoiler
Spoiler
Where are the Exo ships found? Are they the mini-faction? Also I'm surprised how good they look with omega weapons, though they are extremely incompatible with them.

In other news, the sfx for the abyssal weapons is extremely repetitive atm. I see you used some omega weapon sfx here and there, and honestly I'd just use those for all abyssal weapons
[close]

8
Mods / Re: [0.96a-RC8] Machina Void Shipyards v. 0.61
« on: June 14, 2023, 09:06:20 AM »
Malding hard with the way the star systems are laid out.
-In Vanadium, I'd swap the Passage jump points' location with Gunmetal. The planet's waay too close to the star, Ivar Station is pretty much licking the corona.
-Please add an inner jump point to Osmium! I beg you!
-Gates would be swell, but not a gripe as the previous two points were.

All this is said without much knowledge of how the map generation works since I am afraid and hateful of Java, I just fix most of it by save-editing (won't add the Osmium jump point in fear of breaking my save).

9
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: February 08, 2023, 12:14:10 PM »
Hey-ho. Since it bothered me to no end (my problem, skill issue, no offense to the OC), I've edited and somewhat remade the misspell-laden-descriptions in this mod. Maybe others would like this, so I'm posting it here.
This obviously belongs to King Alfonzo as the mod author, just an unofficial update of sorts  :)

10
How do I stop Sierra from talking in-battle?

I prefer my adjutants mute.

11
Modding / Re: SWP addon -- Sovereign-Class Dreadnought
« on: July 21, 2022, 05:34:04 PM »
I uh... think the name "Sovereign" is already taken for a Low Tech Armada ship. Might be confusing.
Damn, it is. Gonna rename it then, hopefully to a yet-unused name

12
Modding / SWP addon -- Triumphant-Class Dreadnought
« on: July 21, 2022, 09:34:02 AM »


It's a Victory-class turned Low-Tech, with 4 Gungnirs instead of the Klutotekhnes'. Because I really needed four whole Gungnirs.
Warning: the ship is unimplemented in-game, doesn't drop blueprints, and isn't sold in markets. You have to spawn it via console.
Download here
All credits to Dark.Revenant for making the Ship and Weapon Pack!


13
Quote
It stores a variable in market memory that's automatically generated based after economy load based on the owner at the time, or can be set at any time by a mod.
The flag's memory ID is $startingFactionId, so you can search for it in the save or have a console/mod script modify it.
Thank you very much!

14
Histi, I have an unreasonable question: Is it possible to remove a faction's claim on a market via the save file? It's doable by decivilizing-recolonizing, but that's a weird workaround and the market "won't be the same" anymore. How's the whole revanchist claiming system work?

15
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« on: May 17, 2022, 08:02:49 AM »
There's an issue I've noticed consistently with the Revitalization's portrait changer: In plenty of dialogue, especially Galatia-campaign dialogue, there are gender-specific callouts for the player. Now, I have a sort of "template" savegame to carry over some personal/manual touches to the sector, and it seems the portrait I started that with is classified as female for the dialogue variants; but even if I change the portrait to a male's, the dialogue is still in feminine appositives (ma'am and madam).

It also seems that whatever defines the portrait's gender isn't tied to the player.faction file, since I changed some helmeted portraits around but their appointed gender remains as they were previously...

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