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Messages - Radicaljack

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How well is this working with the new update? Spooling up another run and I always follow that up with a good ol AO run because it's just such a fantastic piece of work.

General Discussion / Re: Mod to remove DP limits
« on: January 15, 2022, 10:04:18 PM »
In Starsector/starsector-core/data/config/settings.json there are some values you can change.

"minBattleSize":200, # in supplies-to-recover. min value for settings slider
"defaultBattleSize":400, # in supplies-to-recover. starting value for settings slider
"maxBattleSize":400, # in supplies-to-recover. max value for settings slider
"stationDeploymentBonusMult":1, # battlesize is increased by (station cost * this) deployment points

Specifically, maxBattleSize can be increased to larger values, although putting more ships on the field may (or may not) have an adverse effect on combat performance depending on your computer.  You could set it to 1000, and then send the in game slider setting all the way up to 1000, and set minFractionOfBattleSizeForSmallerSide to 0.5 while you are at it, and you'd be guaranteed a 500 DP deployment each time, for example.

Thanks a lot! Not worried about performance, just want to be able to field all my ships vs remnant fleets, makes no sense to me why the handicap is still so severe because of officer spam.

General Discussion / Mod to remove DP limits
« on: January 15, 2022, 07:15:05 PM »
I've tried looking and feel like I'm missing something obvious, I just would like a mod to get rid of the DP limits on battles, I hate the officer related rules, makes fighting remnants a matter of annoyance bringing 4 ships at a time, and capturing points for the abilty to field your fleet is just not fun to me. Is there an easier work around or a mod that exists already?

Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 12, 2021, 03:44:19 PM »
You could always do that, especially with illegal drugs and whatever else was lying around. I usually start off like that then go exploring and fight for fun. Trading is always gonna be the most profitable unless bounties get buffed.

Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: December 02, 2021, 05:38:46 PM »
Alex, how close is the second batch of patch notes?  :P

always my favorite thing to read, the intial ones are great but i start checking daily after the second batch comes out, furiously refreshing in hopes that i'll see the glorious "released" tag. Honestly the list of changes already is very impressive, eager to test them out. Alex killing it as always and the suggestions from the community are so massive that he's sure to have any number of ideas to pull from for any issues.

Now, this poor soul is as doomed to follow this game and waste weeks if not months of his life in this game.


That's probably the part of it I find the worst to be honest.

I'm sure anyone eager for this to come out will have plenty of (hopefully) positive and meaningful feedback to give you on it, like you said the numbers are easy to change, it's the code that seems a bit intense to figure out for me. Will be interesting to see how the AO and AC fair in this new environment. The RC 14 did a lot of good steps on fixing issues the game had, I do think Archean Order will do well in .95, and like I said people will be sure to find the things that are really out of place fast, even in the base game those things all kinda stood out to people right away.

Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0
« on: April 17, 2021, 06:46:38 PM »
Targeting Analysis: it's a bit weird the bonus is just to capital ships now.
Impact Mitigation: it now protects from small strength hits more than bigger hits, which I'm not sure is a good idea.
Standoff Tactics: it's better than Ranged Spec, since it works for more than two ships in the game.
Phase Mastery, Phase Corps: I suspect they will still be problematic.
Systems Expertise: it's a real shame you nerfed it, because it was pretty fun for most ships that aren't Doom.
Missile Specialisation: it stacks with ECCM, missiles are so fast now.
Officer Training: spend story points to spend story points... Come on.
Energy Weapon Mastery: what's up with that EMP resistance? It's not much, but it's weird it's there.
Special Modifications: again, spend story points to spend story points.
Automated Ships: it's hilariously OP now. Getting a Radiant for a single skill point is incredible value.
Colony skills: they presumably are the best moneymaker skills, making other (mostly industry) skills obsolete. It's in a similar position as Automated Ships, in that it isn't immediately strong, only after you can get what makes it strong, but then it blows other skills out of the water.

I also have more fundamental issues with what you're doing with those skills, but you have heard about them already.

Tis a mod, and a customisable one at that, the base game skill tree is hilariously out of balance as it is, why the intense scrutiny for this?

Big fan of this OP, will let you know if any issues come up!

General Discussion / Re: Questions about mid-late game
« on: April 17, 2021, 06:21:38 PM »
Would be nice if the options weren't just "WE ARE GONNA RAID YOU" or nothing. Having your market share impacted or paying people off via colony supply would be more interesting. If their intention for an expedition is lost profits, money should be an option. Paying a SP is never ever going to be a sustainable or worthwhile option, those are pretty much finite at max level and paying them for 5 rep is nuts. I don't even mind farming rep, but it's just insane when every 2 months a new assault is inbound.

General Discussion / Re: Questions about mid-late game
« on: April 17, 2021, 05:16:31 PM »
Wait, the expeditions being sent so often is a bug and should be fixed in the bug patches coming "soonish"? That's a relief, was pretty miserable farming rep just so I could deal with the 10 or so a cycle.

Cannot wait to see what AE brings to the table in the next release, should be a fun time to test it all out and cannot wait to hear the great music and find BP's of all the great stuff again.

It is the worst but not the only example of the flaws of the new skill system. Also I think derelict contingent is a terrible skill in general, just a gimmick and not at all a skill that reflects anything realistic, or fun.

Modding / Re: Do you use level cap increase mods?
« on: April 15, 2021, 11:22:22 PM »
Yeah I took the 25 one, toned it to 20 and then increased battle size. Miserable DP mechanics and officer spam are just not fun gameplay so I went for this as a workaround until things get balanced out.

Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 15, 2021, 06:46:05 PM »
The DP calc and ECM wars stuff is the worst part of this update, if it's not balanced out I'm gonna have to learn to modify the settings to fix it, because it's so boring and unengaging.

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