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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 - Justinkid

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1
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: April 25, 2022, 06:25:58 PM »
That's not to say it's off the table, I'm currently experimenting with making Periphery Planet Pack an expansion that does enable them to participate in hostilities. You can already see 'hints' of this in the latest version of KoC; if you look in the mod_info.json it's set to replace the nergal.json of PPP and grants a few additional colonies to Mbaye-Gogol. Conversely (in my dev version)  PPP is set to override the Gogol.faction file in KoC.

Oh I see. Thanks for the reply. I'm looking forward to PPP!

2
Wow those portraits are really good! Could you make more?? Haven't tried the mod yet but I will on my next play-through. How many worlds do each faction get, and are the worlds in existing systems or do they get their new systems as well?

Edit: Oh wait I just realized you said above that the mod only works in random core worlds.

3
If I do not have a reason to avoid storms, I can autopilot through them.  I cannot do that with streams because the stream will pull the fleet unless the player manually steers the fleet while crossing the stream.

I guess I don't see why that's an issue, but maybe just different gameplay philosophies. However, I just noticed there is a new mod called Harmless Slipstreams that makes your fleet immune to their effects. Might be worth checking out for anyone who feels that slipstreams detract from their experience.

4
Modding / Re: Is there a mod adding an anarchist faction for 0.95?
« on: April 24, 2022, 11:09:31 AM »
You mean MORE anarchistic than the Luddic path and Pirate factions??

5
OP is this a vanilla play-through and if not, what mods are you running? I have yet to encounter such a strong fleet, even in high danger systems. However, I am running a lot of mods though, so take that with a grain of salt. I wish I could find remnant fleets like that because they would serve as a good end-game challenge.

6
I'm still not fond of slipstreams as I find them to be an obstacle more often than a help.

I originally thought they would be more helpful as well, but then I realized they are not there to "help" anyone anymore than hyperspace storms. They are in fact obstacles that just so happen to be helpful sometimes.

As a whole, I find hyperspace storms, sensor ghosts, and slipstreams annoying as well, however, I value these cosmic phenomena for contributing to the immersion of the game. Therefore, I would hate to see them removed or changed in such a way that they can be ignored.

7
Just my opinion but I think slipstreams are great as they currently are. They are no more "annoying" than hyperspace storms. It's true most of the time they are not pointed the same direction you are going, but I don't see that as a bad thing. They are just one of several obstacles you encounter in hyperspace. They're really not that hard to go around or just emergency burn through.

However, on those rare occasions when they are pointed in the right direction, man is it fun to ride!

8
Mods / Re: [0.95.1] Badgesector: Portrait Conversion
« on: April 23, 2022, 02:10:17 PM »
Wait what does this mod do exactly? What do you mean by badge?

9
set "IndEvo_SpecialApplicationChance" to 0. Will need you to make a new game.
[/quote]

Thank you for your reply, I will try that on my next play-through. Just wondering though, what other events/features, if any, would that disable in addition to that one specific salvage event (the one where you find credits)?

10
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: April 23, 2022, 02:04:16 PM »
Great Wound, I enjoy Ko Combine and appreciate the effort you have put in. Would ever could you consider adding in the settings an option to make Ko Combine be classified and behave like a normal faction, such as participating in diplomacy and war? I tried adjusting relevant settings in the KoCombine.faction file but to no effect.

In mods such as Nexerelin, factions interacting with eath other through diplomacy and war greatly enhances the player experience by making the sector more dynamic and alive. Ko Combine being excluded from that dynamic unfortunately renders them sort of irrelevant and even slightly forgettable, which is a shame because it's such an interesting faction.

I know their passivity lore-wise is due their status as a protectorate of the Hegemony, so starting on good terms with the Hegemony makes sense and provides a nice backdrop for the faction. However, wouldn't it be more interesting if that wasn't fixed and when war inevitably breaks out they could choose whether to assist the Hegemony or break away and pursue their own destiny?

11
Great mod.

I was wondering if you could de-couple the settings for enabling/disabling Indevo_derelics and salvage events? Specifically, is there any way you could make it so I can disable salvage events without disabling the industrial derelicts and station types? The setting I'm referring to is under "campaign features":

"Enable_Indevo_Derelicts": TRUE, #Also includes salvage events and station types"

The salvage mission I want to disable (or at least reducing the frequency of) is the one where you find a stash of credits, usually in the range 10-50k. I enjoy the financial struggle of the early game and this event alleviates that struggle too much for me.

12
Relationship resets on dropping a commission might involve behavior that's unpredictable or somewhat illogical (e.g. if you committed random acts of piracy or war crimes, you probably shouldn't be forgiven just because you left your current employer), so if I examine the matter again I might have to do some thinking/coding for it.

...Well, a straight 'revert to before commission was taken' rule is at least simple and most of the needed code should already be in place, so I might well do that next version.

I do not think you should 'revert to before commission was taken' for the exact reasons you mentioned, but more importantly, it would be an extremely exploitable mechanic where a commission = free pass to commit warcrimes without consequence.

Join commission -> commit any number of unspeakable warcrimes -> drop commission -> all is forgiven, no consequence for player actions.

13
Mods / Re: [0.95.1a] Starpocalypse 2.2.3 - more apocalyptic settings
« on: April 23, 2022, 10:44:46 AM »
This mod is fantastic. I cannot play without it now.

Just one thing. Some bar missions allow you to acquire pristine ships, specifically, the ones where an officer sells you a ship, and where a pirate steals one for you if you provide x# of marines.

Those missions seem a little out of place in the context of this mod they are a relatively easy source of pristine ships... I was wondering if you have plans to make those ships d-modded as well?

14
Mods / Re: [0.95a] Capture Officers and Crew
« on: March 24, 2022, 06:06:39 PM »
Is there any way you can add to the config a way for me to adjust the chance of capturing both crew and officers?

I love the idea of the mod but I've found that I recover wayyyyyy too many officers and overtime it actually becomes a chore to deal with. I'd like the option to make it to where recovering an officer is a very rare and exciting occurrence, rather than a routine one. 

15
Can someone explain where to find the bootleg versions? You don't have to link it obviously, but I would not even know where to look for mods outside of this forum. Could someone at least give me a hint or point me in the direction?

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