1
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: May 12, 2017, 09:48:23 PM »
Godspeed Wraith!
Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)
Yeah, it just feels like such a moving target. With other mod authors adding stuff to their mods, while I am struggling just to get my old basic features working (I can dedicate maybe four hours per day, maximum), my to-do list keeps getting larger. There are certain concessions I can make (like SS+ won't be fixing all the vanilla problems, II won't depict the full intended Imperium-Hegemony war on release, etc.) there are some things I have to do, like a Crusade event for the Templars, which I predict to take about four days of work.
one in the middle!
first one has too much complexity difference between the front and the back imo.
Well, i found "some" relatively interesting and superior (no sarcasm, they got a lot better mods then anything can be found here, with a lot better lore!) mods on chineseforumit actually search engine:
http://tieba.baidu.com/p/2124604852
http://tieba.baidu.com/p/2193290458
(special thx to @xangle13, his threads forced me to search sources of content).
DS Tech Corporation
Features:
3 hull signatures, all with buildin weapons;
Special ship system that cannot be reinstalled, used for special effects on hull, may be usefull for thule ships;
Factory that produce stuff over time, autorestock, autorefresh;
Nova weapon!!!
Dronewall shileds!!!
http://youtu.be/UGZuGvyszew
http://youtu.be/OWmX_RjFMr4
Emp drone swarm!!!
Lightning guns!!!
http://youtu.be/Pf-iFiRlwKs
I expect a legitimate answer. Failure to deliver one will result is steep fines.
Seriously, you should be ashamed of yourselves. Zero self control. Zero capacity for coordination or to form a standardize cost format. Just one big self gratificationfest.
Honestly, I laughed for a minute straight. Thank-you for thatYa I get mad like that sometimes when I game so I totally get this post.
But since you created this thread I want to send out a little query. How do people feel about the balance of the Neutrino in Uomoz's Corvus? With utmost respect for the creativity of the mod creator, I would just like to know how other people feel about the balance. My experience with them has always felt really unusual and quite one sided. Perhaps I need to play with them more but I feel like when I'm Neutrino I can't lose because frankly, I rarely take damage. I'll provide more specifics if other people are interested in discussing it.
Edit: If the discussion goes into too much detail I'll probably move it to the Neutrino forum thread. At this point though, I'm not entirely convinced it isn't just my problem rather than balance.
I kinda feel like the different factions aren't quite as unbalanced as some people are making them out to be, people seem to be looking at a faction or weapon's strength while ignoring its weaknesses.
The Neutrinos might be good at auto-battle, but auto-battle doesn't affect the player very much, and their shields leave a rather large portion of their ships exposed, leaving them balanced in a regular fight.
The Antediluvians might have a huge amount of armor and firepower, but other than their burn drives which leave them unable to turn, their ships are kinda slow, unshielded, and their weapons have a very short range.
The thule meanwhile have especially good weapons on their ships for the ship size, but they have no shields and only average armor, leaving them vulnerable to anything that out-numbers them.
The blackrock ships may have more than the average number of weapons on their ships, but their weapons are almost all short-ranged and for the most part balanced.
As for the IF's more powerful weaponry, I feel that the only thing that might need a small nerf is the hadron accelerator. I kinda feel that their other weapons, while powerful, are balanced by their large flux cost, large ordinance cost, and large cooldown to fire. Vilu was able to make a pretty powerful ship based off of a few of these guns, but he did so by stripping every other weapon off of the ship, and isn't the point of the refit screen to make a more powerful ship anyways?
As for the junk pirate capital ships, I've also noticed the problem. It seems like the crew requirement/capacity levels might need a tweak.