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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - BreenBB

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Interesting it is possible to modify UI for skill selection screen? Both for Player and Officer, and if not, can I suggest it for new version? I'd like to have wider choice of skills for officer, so it less a random gamble, and to have option to make skills like they was in 091 or 06 versions of the game when they had multiple levels, 3 or 10 instead of just base skill and upgrading it to elite one.

Interesting, is possible to modify size of NPC ships? Lets say I want to return back crazy pirate armadas as they was in 091 and older versions of the game? And if not possible, I'd like to have ability to configure this in 096.

Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.9
« on: February 05, 2023, 03:13:26 AM »
Those two make early encounters with them an instant game load. There is simply no chance of winning.

At least a mod with some good Remnant ships, and you suggest to ruin it, Remnants supposed to be challenging. Only thing I would suggest, is revert Niteo back from destroyer to cruiser, it was pretty much cruiser-tier ship both armament wise and by visual size.

I like both Arkships and Remnant ships in this mod, if they will be toned down it would be a shame.

Mods / Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« on: February 05, 2023, 01:08:25 AM »
Can I suggest some optional options?

First one is about player relationship when he commissioned by faction, I always found silly how player relationship affect all the faction, maybe it is better to have option to keep them independent of each other? Player for example can just eradicate piracy in sector, if player have pirate commission, and player do some probe scan missions for early money, and some factions got inhospitable because they increase relation too, whole pirate faction got inhospitable too to these factions, and they start to send trade convoys there and stop doing piracy. With this option it will be less silly, since even if player got inhospitable, the rest of pirates will still being pirates. And same with other factions, its kinda strange what a single mercenary basically can affect whole faction, which have own leader and player not in charge of it, it just most silly looking with pirates )

Also speaking of pirates, how about making Corsairs and distress call ambushes non hostile to player if he actually have a commission? In the rest causes, if player even friendly but non commissioned is okay to have some hostile pirates even then, but I think it is good to give them same thing as vulture scavengers have, so even player have transponder on, it wont cause immediate hostilities since they attacked first.

Another optional option for player relationship, make locked it to faction, so like player always be hostile to faction enemies, until they got diplomatic event which causes them to be neutral, and only possible to improve relationship with factions via agents, or just leave a faction and make own one.

Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 01, 2023, 02:26:44 PM »
Also I'd like to have Guardian as capturable ship too, maybe rebalanced for player use if needed, or keep both boss and player-balanced versions like with Ziggy. It would give the player another choice of 60dp Capital Ship to accompany Paragon and Radiant which is good for variety.

And while lack of possibility to capture Tesseract looks logical, since it almost alien looking ship, which also get completely destroyed shard by shard in combat, I found lack of ability to capture Guardian strange from logic perspective, like why you can capture any other AI ship, but not this one exactly?

Speaking of AI venting, how about making AI vent in situations where it have high flux, but cannot withdraw to safety since enemy is simply faster? In such situation AI usually just sits with full flux, and cannot attack much or cover since it already at verge being overloaded, and just eats alot of damage until its got overloaded or killed, or vents, but at that point it takes much more damage compared to situation if it immediately vented.
Usually AI is not as brave as the player, buuuut you can make it vent more often by maxing vents and putting Resistant Flux Conduits on. Even then, venting in open tends to bait out missile strikes, which is why the AI is scared. It could become smarter, but I'm not really sure how without making it frustrating in another way.

Yeah - I did this for phase ships specifically (mentioned in the notes). For other ships, it's more risky, since they're not also slowed by having high flux and *generally* have a better chance to escape behind some allies etc. It's definitely a decision that can go very, very, bad so I don't want to do it across the board.

If you can add an order which can tell ship to force vent, it would be best solution, since you don't need to change the AI, and give player ability to control situation where ship needs to vent, but just refuses. It often happens when ship stray off from other allies and simply can't escape behind, and you miss that since you also control own flagship.

Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 01, 2023, 01:50:49 PM »
  • Fixed issue that sometimes caused ships to vent while under actually-significant fire

Speaking of AI venting, how about making AI vent in situations where it have high flux, but cannot withdraw to safety since enemy is simply faster? In such situation AI usually just sits with full flux, and cannot attack much or cover since it already at verge being overloaded, and just eats alot of damage until its got overloaded or killed, or vents, but at that point it takes much more damage compared to situation if it immediately vented.

Also another good idea, is add Force Vent order, which tells AI immediately vent, it would help in such situations.

Another issue with AI, it often tries dodge low damaging missiles unless it have Eradicate order, even if shield nicely absorbs them, and this impairs it ability to attack, like SO Aurora refuses to attack derelict frigate with Annihilators or Swarmers just because it circles around trying to avoid these missiles, and they still hit the shield, and it will do it until it overloads or player orders it to Eradicate.

Mods / Re: [0.95.1a]Epta Consortium - 1.5.2d
« on: January 31, 2023, 05:05:27 AM »
Interesting how progress on yours mod? I saw new Aeolus sprite, how much stuff you plan to redo?

Also another thing, I really lhow Epta markets work, like they use moving trade bases and super dreadnought instead of just sitting on planets, but there is one big issue, these features are not present in random sector in Nex, they just have average planets like rest of factions, and no trade bases and super dreadnought, so pretty much chunk of mod content is missing, like unique markets and such. Also I like what your super ship and weapon market seems much less restricted than Prism Freeport, mod makers tend to close alot of stuff from Prism so it simply loss its purpose of market with rare stuff, I hope they will stay that way.

Also another QoL feature suggestions about markets, I'd like to have some sort of ability to spot Epta super dreadnought system, or if player found it, unhide it from a map, and give unique names for trade bases, so player know which unique store it will have.

Suggestions / Re: Removing free storage
« on: January 17, 2023, 08:34:23 AM »
To be honest I never had issues with these free storage stations, colonies provides you with free storage, and this is just option to store stuff until you build colony, so you don't need to rush building colony just because you want to store some extra ships or weapons for later. And still, with Nex this change will not make any difference since you can build cheap outpost for storing items.

For realism purpose, it might make sense what if you store items on abandoned station, which is near core worlds, some scavenger can just found and loot your cache, from gameplay perspective, I don't think what it will add much. There is literally no need to use faction planet storage, but I don't think what forcing player using only them will improve the game.

Suggestions / Re: Teach Starsector to load saves with removed mod content
« on: January 17, 2023, 02:40:20 AM »
Some of that can be avoided by better modding practices. For example, I know there's somebody who has soft-removed ships by removing all normal ways to access them, then removed them for real later like when a save-breaking vanilla version releases.

I can't call this a better modding practice, it is rather pretty big flaw of vanilla game mod support, which gives inconvenience for both mod makers and players, and this is people's adaptation to it, so you either remove something and break saves, or leave unused stuff, which is still affect game load speed, and vram usage, almost any other game with similar mod support have safeguard system to handle removed simple content, such as ships, weapons etc, and like passwalker said, it is already half-implemented, game can replace missing "variants" with substitute, which is nebula transport, it just need to be expanded to handle base ship hulls, weapons and hullmods.

Suggestions / Re: More clear save description
« on: January 14, 2023, 06:29:16 AM »
Adding onto this suggestion, please get rid of the type "delete" every time I want to delete a single save. I don't know any other game that I ever played that did something like this. I could understand if there was a delete all option, but this is silly. It's too annoying to delete saves currently.

I agree, typing delete every time is annoying, just confirmation popup "you are sure what you want to delete this save" with 2 buttons "yes" and "no" is enough, it is faster just open save folder in Explorer and delete unneeded saves from there.

Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
« on: January 12, 2023, 12:38:39 AM »
Another bug: fought a bounty that had a Cresil carrier with Sonneilon and Uvall fighters. The game crashes around 10 seconds after I destroy the carrier when they retreat. Here are the logs:

   at Source)
   at Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.cancelDirectOrdersForMember(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.giveDirectOrder(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.giveDirectOrder(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.orderFullRetreat(Unknown Source)
   atÔO0000(Unknown Source)
   at Source)
   atÒ00000(Unknown Source)
   at Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)

I got crash too recently with same log, one enemy fleet always causes game to crash when enemy retreats, one pirate fleet which had several VIC ships, (I use Arthr Pirates but Epic mod, this mod adds BPs of all factions for pirates). Sadly I don't know how to log contents of specific NPC fleet to be sure. VIC version is "1.5.4"

Suggestions / Teach Starsector to load saves with removed mod content
« on: January 10, 2023, 12:19:34 PM »
While StarSector have great mod support, on par with RimWorld or Fallout New Vegas, or even better in some cases, since its possible to load alot of mods and there is no need to create patches for mod compatibility, it is great, but also SS mod support also have big disadvantage too, to same Rimworld and Fallout, game can't stand any content removal, usually this happens when modmaker delete some ships or weapons during update, and this forces either using old version of mod, start new game, or just manually fix save file, by opening "save_folder"/campaign.xml with Notepad++ and deleting all mentions of removed ship or weapon, which can abit annoying to do, especially if more that one ship was removed, but doable, if you preserve file structure.

I understand that it is not possible to make proper removal of big and heavily scripted mod, but I think it is doable to teach game parse missing ships and weapons or items and either remove them or in case with the ships just replace them with some fallback vanilla ship, so I'd like to suggest such feature for SS, it will make already decent mod support even better, and remove big chunk of annoyance when its comes to mod updates.

Modding / Re: [0.95.1a] Tesseract Prototype 1.1
« on: January 07, 2023, 07:27:46 AM »
Would Shard Spawner still work with this ship if I add it back?

It is possible just add auto_rec tag for vanilla Tesseract, and after battle with them they occasionally will be available to recover, and it will be full Tesseract, no shards, but shard spawner actually buggy if ship with it used by player, the battle never ends, since battles is hardcoded not to end until ship with such mechanics either retreats or gets completely destroyed, no matter on which side it.

You can order Tesseract to retreat, or use cheat codes in order to force end battle, but I don't know if its possible to end battle if it get split into fighter shards, since you can't issue orders for fighters directly, so you probably will need to use cheat codes, it will work I guess, but works buggy.

As for me its another unnecessary nerf, like Phase speed slowdown nerf, first of all, the decision cost means bad isn't best one, because some hullmods are already situational enough, like Heavy Armor which reduces maneuverability, or EMR which only benefit missile focused ships, so they aren't built in always already, its just nerf of ships which rely on armor or missiles, and make hullmod which supposed to just improve ship actually harm it looks strange, it is basically turning smods into dmods, and its quite logical what people will build most expensive hullmod from their loadout, if you have 1 sp which can apply any hullmod, its logical to built most costly one. Game have other more important problems, and smodding expensive hullmods is not one of them.

And if you don't like the fact what 10 Op and 40 Sp hullmods cost same 1 SP, I think there more ways to resolve that without complicating balance even more, like make expensive hullmods cost several SP points, or just give fixed OP count per spent SP on ship, or just leave as it is now. Story points have issue that you can gain much different benefit from spending 1 sp in term of usefulness, ranging from useless options, such as most quest options, like get little more reward in quest, or not raid objective in raiding quest, and receive twice less amount of money, considering that these quests don't give much reward, or use same point on built in hullmod, so reward ranging from gain insignificant reward to permanent benefit, but again, root of the problem is not that built in option is too good, is what that other options are too useless even to consider.

Also another issue I think, its also indirect nerfs ships with built-in mods, since they won't receive s-mod bonuses, like Apogee won't have bonus from Sensors hullmod, and non-science ship with built in will have it, to be honest this feature shift balance too much.

Mods / Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
« on: December 20, 2022, 12:55:26 AM »
Heyo, doing well? Unfortunately people seems to love to say that epta is overpower, so any buff that I do is like a crime, I'm testing a discord version, where epta is even more nerfed, due to tournaments. Perhaps someday we can stabilize this situation, and make epta actually competitive. Thx for le feedback^^

Please ignore such people, people really tend to kill own mods via overnerfing, in my opinion mod stuff at least should be on par with vanilla good stuff, otherwise player just choose vanilla stuff instead, like if ships are good but guns are meh player would use ships with vanilla guns, and half of content will just bloat game without being used, or vice versa, no matter how much mods you have Paragon still be best ship.

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