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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 - ceemeeoh

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Mods / Re: [0.95.1a] Nexerelin v0.10.4b "Dissonance" (hotfix 2022-01-30)
« on: February 06, 2022, 06:28:09 PM »
Yeah, don't get me started on how much I love the first three hours of every Stellaris game I start up and watch it collapse into micromanagement hell.

I personally think having an option to disable victory conditions entirely would be great.  I don't play with Nexerelin to "win", I do it primarily so that I have a dynamic world to play in, where meaningful non-deterministic changes are occurring (there are other nice features too, but that's the main draw for me).  For me, the victory conditions are just unnecessary (albeit minor) annoyances which pop up and briefly interrupt my gameplay at some point, but which I otherwise ignore.

This is also my (limited, four complete rounds of Nex) preference for Nexerelin: I want the dynamic interactions to be already in the game as it just feels "expected" of a tense, on-the-brink-of-conflict space sim, but you've stepped up and offered your interpretation of how it should go, and I enjoy it, so I play it.  But I don't care much for the "win" condition per se as it gets a bit hectic and clashes with the exploration portion as the first few hours give way to the "oh ***, gotta hustle" portion.  Again, my preference. 

Side tangent: one thing I enjoy from games is an inherent feel of uniqueness in every playthrough, whether from the collision of what I expect to happen vs what really happens, or from bugs in the game that somehow morph into "features," or from the tension that you cannot entirely predict.  Roguelikes do this with varying success, so do games that just happen to create dynamic systems with rough edges in their play (such as STALKER), and generative "story" style sim games like Rimworld and Dwarf Fortress.  Nex sort of facilitates this random-but-not-lol-random scenario where I'm mentally picturing the alliances everywhere I am and how e.g. I could find myself on the other end of the sector and suddenly Nachiketa flips and I gotta find the second-largest gas station in the galaxy.  Or my rival faction's home sector is close to capture and hmmmm how do I take advantage of this?





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Mods / Re: [0.95.1a] Nexerelin v0.10.4b "Dissonance" (hotfix 2022-01-30)
« on: January 31, 2022, 07:45:54 PM »
I probably missed something, but is there a means of seeing faction progress left before a win condition, or a warning before another faction is about to win (e.g. "1 condition left before Hegemony/Sindrian Alliance win, better hurry!")

3
Mods / Re: [0.95.1a] QoL Pack 1.0.1
« on: January 29, 2022, 02:56:00 PM »
Quality of life mods coming in hot left and right, I love it.  Thanks for this one.

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Mods / Re: [0.95.1a] Transponder Off 1.2.1 - QoL for campaign layer
« on: January 14, 2022, 03:18:59 PM »
Excellent mod, and thanks for the update. 

I wonder if it's possible to map a separate button to the x3 speed, so that you have both options of x2 and x3 - there's occasions where I would need the slower speed when I'm in a slightly dangerous area but still would like to "get on with it" (aka tread somewhat carefully) whereas on the sector map I'm full blazing. 

5
Blog Posts / Re: Of Slipstreams and Sensor Ghosts
« on: September 25, 2021, 10:28:04 AM »
Very interesting, I feel this is a perfect time to dig up my old suggestions about having a more scattered colonization layout with small outposts away from the core worlds, because it would make a hell of a lot of sense for the major powers to maintain a security presence at the ends of those slipstreams. Maybe there are a couple ideas in there and the replies that could be worth revisiting?

You're on to something, yeah.  A definite immersion-maker and encourages both curiosity and care to the exploration of other zones. 

On the comments of larger maps, as much as I'm wishy-washy on having them being larger (and the slipstream feature sure as hell justifies that), I guess I 'get' keeping the current size from both a design and SWE standpoint.  It's probably complex enough as is to plan out much less consider randomized elements.  But hey, mods find a way...

Nice stuff, Alex.

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Mods / Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« on: September 13, 2021, 10:20:32 AM »
Every time I step away from the game waiting for an Alex update (insert skeleton.gif here), folks like you update and keep me sticking around. 

Love the addition!

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Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: July 30, 2021, 05:33:36 PM »
I've looked at the code in a mental debate to taking this up (or at least forking it and attempting some bug fixes), simply because it solves a lot of end-game problems and offers some additional routes of continuing plays.  Short of extending the size of the sector, this seems like a logical and solved problem in re: other games.  Trouble is, the code's a bit hacky and I can see why it's got the bugs it does - you really need some other tools at your disposal API-wise that just aren't out yet.  I'll keep poking.

8
Real talk, thank you for this mod.  There should've been something like this in the main game (Alex, seriously!  This is some chef-kiss QoL stuff). 

Although I find its power to be a bit abusive (that is, I don't think twice to use it and maybe that's too significant e.g. doesn't cost volatiles or super-stresses the ships), I do enjoy the points where I think I've escaped a rival faction only to see three fleets instantly warp to me and my inner sonar guy panics. 



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