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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Seita

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1
Mods / Re: [0.95a-RC15] Blue Apogee - Ship skin
« on: May 01, 2021, 07:19:27 PM »
Actually dig this very much, it always feels like the apogee came from a corrupted LPC with the original long lost with the Collapse. The added touch of purple plating is awesome as well.

tell me what u think about it
The only suggestion I can give is maybe go with a full but less bulky plating? High tech always seems to follow that school of design. Especially the mid section, perhaps cover the exposed machinery with a purple-ish armor & shrink the armor plates on ship bow.

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link plz, i wanna see it
I think there's a falcon (XIV) in vanilla now.

2
I have a question. Is there any way to disable invasion fleets? I love all the other features of the mod but I've never really liked how often planets flip from one faction to another.

In exerelin_config.json in Nex folder, search "invasion" and set "enableInvasion" to false.

However, this also prevents players invasion (which is added by Nex, not vanilla), so you're only able to raid colonies. The config file is quite well documented so there's probably other options.

3
Started a Nex game with Rust Belt start. Mined some ores, realize the ship refines stuff, proceed to raid the core world so RB became the sole proprietor of refineries. 11/10

4
Mods / Re: [0.95a] Arma Armatura 1.4.3c
« on: April 11, 2021, 02:36:11 AM »
Just an appreciation post! This is amazing and I think mechs implementations in SS has just been getting better & better! I loved the mission on defense on Meshan. Still couldn’t get a win yet but the amount of work that went into it showed so much you’ve considered to write out the stories. I haven’t finished my play through yet, but I’m kind of half expecting seeing old Meshan as a volcanic world somewhere :3. This is amazing work and I appreciate every effort that went into this.

5
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: August 14, 2020, 06:33:39 PM »
QUOTE:
"The flux grid of this ship has been heavily reinforced and modified with advanced and unknown Domain lostech. Its exact specs are unknown, but through tests and extensive analysis you have been able to deduce most of the effects."

For me this hullmod has been a pleasant surprise the first time I've seen it. It's literally asking you to test the ship yourself and experiment with it and come to your own conclusion, which is probably the whole point of lostech being different. I can understand where cathar comes from, but I think the hullmod is fine as it is. More hints would just take away the excitement of discovering what it does for new players.

Also the effects are quite visual.

6
Nice! Loving the exploration aspect. Now I have to really look at the spacelanes available before going into deep space

7
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: July 18, 2020, 02:36:18 AM »
I’ve tried Vayra’s Sector and with this. Was thinking if there can be a storyline for some of the factions to appear mid-game

8
Just downloaded this mod and had a go with Nex & various other mods, and my god, my roommate busted in asking if I’m okay because I was laughing weird. I have accidentally yeeted so many innocent friendlies and I’m not even mad. Thanks so much for making my day

9
Suggestions / Re: Battle Size & Fleet Size
« on: July 14, 2020, 04:50:18 PM »
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That means I can deploy more too and get rid of enemy fleets faster.
I think what I wanted to see from point 2 was that battle size can compliment multiple fleets on the field. Say, the maximum fleet size is limited to 5/4/3/2/1, and you've deployed 2 capitals from one fleet against 2 capitals from 2 different fleets, the decreased performance from CR hit would probably cost you the fight while the enemy capitals can fight in mint condition. The idea is that the players should be encouraged to engage in multiple fleet combat instead of building one ultimate fleet, more on exactly how it works in the next quote.

This also prevent the annoying situation where the space station deployed is hogging your side's DP.

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If they do, I have yet another reason to destroy the core worlds.
I probably should have clarify my idea in the original post, but all 3 points should be preventable if you give the capitals to the fleets in your factions. I always liked the fact that factions will deploy special fleets to get some important objective, whether is massacring hundreds and thousands, or suiciding to players. Players should be able to do the same, and with intent. The whole idea is that to create persistent fleet in your faction that you can command remotely, while giving them directives like agents in Nexerelin.

Say, if you found 2 XIV legion in an exploration run, but you're limited by the max fleet soft cap. You can create another fleet that is loyal to your faction, appointing an officer as the commander of this other fleet, and use it just like an agent. You can command it to follow you around, invade other worlds on its own, or assign it to babysit your colonies so you can go around doing stuff you like. It is not without limits though, since the amount of capitals you can have in your faction is limited by the amount of high pop market you own. Population is power.

Now back to the first quote. A defensive battle will be a lot easier if players have multiple fleets aiding the station, while attacking the core worlds on your own is going to be near impossible as you'll face multiple capitals. It's a lot more meta strategy than simple paragon spam as you coordinate attacks and defences around your colonies.

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We do not need more reasons to babysit colonies more often or kill the core worlds to stop the annoyance factor.
Also I never said they need a physical presence in your colony as a fleet. In Nex your agent can steal ships remotely without ever risking your own ships. The point of them stealing valuables loot or sabotaging is most likely going to be an option, not mandatory, though if the players can do it, so should AIs.

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The safest place to deposit loot is an abandoned station.
If you want my opinion, those places *should* be the least safe areas.

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Also, if they can sabotage capitals, why not everything else too, and not just ships, but your storage where you store other valuables?  No reason they cannot hit everything if they bother to steal or destroy your loot.
This they can already in Nex, by invading, sabotaging industry, and destroying commodity stocks. In my opinion players should not have immunity, but then again, optional.

10
Suggestions / Battle Size & Fleet Size
« on: July 14, 2020, 02:15:12 PM »
I've seen a lot of comments here about late-game capital spam and how it's lore-unfriendly to have 5 paragon in one pirate fleet. With the current system, battle size is functionally just a setting for lower-end machine & player preference. Personally I've enjoyed piloting capitals, but it gets boring the moment I spam them and battle-size is the only limit. I like cinematic and grand war stories, and tall tales like multiple fleet generals assaulting key points in the Sector. Not sure if these have been brought up before but here goes:

1. Introduce maximum fleet size to both player & AI fleets. Similar to the AI fleet tournament rules, the amount of ship in each fleet is limited by fleet logistics skills (based on OP), and a soft cap on how many ship in each class exists in fleets. The heavy patrol generated in game is a valid concept that I'd like to expand this upon. For example to get two or more capitals, there will be a fleet wise CR & peak performance cut. Using maintenance penalty doesn't deter players from storing capitals and cheese it.

2. Higher battle size than maximum fleet size. This will require players to be more careful around patrols and choose their engagement even late-game. Also considering a mercenary board since the current mercenary patrols are quite random.

3. Maximum capitals per faction. It sounds pretty bad at start, but if you think about how supply/maintenance & population counts compare to the sheet amount of capitals that exists in the current Sector. I think amount of Capitals ships should be limited by multiple factors, namely:
  • Market populations. The more population one faction has, the more capital can be had. There can be a population cutoff to aid some factions like TT and SD which has multiple high pop market, but can't compete with Hegemony in terms of fleet power. This can also include player faction, which encourages keeping commission at mid-game if you have one.
  • Global supply production. It's not a contraband, but it should be a limiting factor on how many capitals can simultaneously exist in the Sector. To prevent players from hogging the cap, the stored capitals will became targets of pirates, major factions, and just about anyone. Hostile agents & LP cells might also have special events.

Right now I'm considering problems such as player frustration and the feasibility of manage multiple fleet (like "Follow Me!" order from Nex and using agents), taking any CC and advices.

Also I'm extra virgin to modding but I'll get into it.

11
General Discussion / Re: 10th Starsector AI Fleet Building Tournament
« on: July 14, 2020, 12:48:09 AM »
Tournament week?

12
Can also try ruthless sector in starfarer mode if you’re using nexerelin. Second way options (mod) also adds time-scaled difficulties etc so even late game feels like you started with solo frigate. It is self harm and I love it.

13
Modding Resources / Re: [0.9.1a] GraphicsLib 1.4.2
« on: July 11, 2020, 07:19:59 PM »
So I have a very potato computer, Intel integrated graphics and 4GB ram. I noticed graphicsLib gives a benchmark test and it has a “Time remaining: 190minutes”. Just want to know if this is natural and what exactly does it mean

14
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: July 10, 2020, 08:01:17 PM »
Ay thanks! I think I will at least try to locate the file and see if I'm up for it  ;D

EDIT: I think it worked. The reason I asked was because I always kind of treated XIV as rare ships. Seeing them in market makes me kind of sad. They are all great skins tho!

15
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: July 10, 2020, 11:10:12 AM »
Is there a way to disable the skins from the pack? I kind of like XIV ships to be exclusive & rare.

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