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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 - Mephansteras

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1
Mods / Re: [0.97a] Stardust Ventures ship pack v0.8.3
« on: March 16, 2024, 09:35:09 AM »
Yeah, they're due a balancing pass.

I am curious, though, have you seen them do much in practice other than be decent PD? Because despite having set up some ships to try to use them for damage I've found that it is very rare for them to have much of an effect as an anti-ship weapon.

Have you found a build that effectively uses them in that role?

2
Mods / Re: [0.97a] Stardust Ventures ship pack v0.8.3
« on: March 07, 2024, 09:48:24 PM »
Minor issue.  Gamma Racer fighters show up as "Gamma Racer Gamma Racer".  Guessing that's not intentional.  If so, never mind me.

No, not intentional. I'll take a look.

And thanks for the report!

3
Mods / Re: [0.97a] Stardust Ventures ship pack v0.8.3
« on: February 19, 2024, 09:37:44 PM »
A minor problem: when I hit "all" when selecting combat ships to deploy, my completely unarmed, non-militarized Void Nomads are getting auto-included. They don't count as combat ships for skills though.

That's...kind of intended. Not that specific behavior, but they're basically made to be like the vanilla Venture in how they work, which means they have the Civilian hull mod but not the Civilian AI hints. Mostly because, to my understanding, they're supposed to be armed and combat-capable, but still able to take advantage of things like militarized subsytems. I don't recall the specific reasoning Alex gave for it, but I do recall him talking about it at one point (in regards to the Venture).

I haven't specifically tested that exact scenario with one, but I expect Venture's will behave the same way.

If it's a bug, it's a vanilla one for the most part.

4
Mods / Re: [0.97a] Stardust Ventures ship pack v0.8.3
« on: February 10, 2024, 02:55:33 PM »
Ok, took longer than expected to do all of the balance tweaks and testing to ship this update out, but we're finally here.

Lots and lots of small changes, and a few bigger ones.

The Solar Flare still needs a proper rework, but it's been adjusted a bit. DP cost has gone down and it gained armor, hull, and flux stats. It also gained the use of the Harmonic Winds system instead of Active Flares, which helps it get the wings out to the combat lines. It now performs about as well as a Legion, though more of a support role than a front line combat role.

Finally got around to a nerf to the Moonbreaker bombers. They're still very strong, even with only two to a wing, but they now just slightly over-perform compared to vanilla bombers instead of massively. They may get hit with a nerf bat again at some point, but we'll see.

Celestial Guide has also been made considerably more expensive to run, as it was never intended to be a flat-out better alternative to an Ox. Now it at least costs more to run to make up for the additional utility it adds, and there is less reason to want to run more than one.

We also add a new weapon in, the Scorpion Beam. Basically an upsized tac laser that can fire over friendly ships, it's a really nice compliment to the usual rotational combat style that SDV ships excel at. Damage profile is good, although the flux usage is somewhat inefficient.

Lots more planned for the future, but this should kick off v0.97 of Star Sector pretty well!

5
Mods / Re: [0.96a] Stardust Ventures ship pack v0.8.2
« on: February 05, 2024, 08:28:57 AM »
For the Diana weapons that's not really intended, more a side effect of how I got them to work. They really need a rework at some point with some custom code to stop that from happening. It's in my backlog of "things to go back and improve". In the short term, the Diana's weapons are going to get an OP cost reduction in the next update.

Ah, THAT fleet. It's something odd with mods and how fleets spawn for Sindria. I've seen it with SDV, and I've seen it happen with other mods. No idea why, as nothing in the settings I put in should cause it. It also doesn't really hurt anything, so I haven't dug into it too much.

6
Mods / Re: [0.96a] Stardust Ventures ship pack v0.8.2
« on: February 02, 2024, 10:08:24 PM »
Looks like you can get away with a version update in the mod_info file to get SDV to work for 0.97. I'll have a proper update out some time later this weekend, I've got some stuff in development that I need to either polish up or shelve before I can releast 0.8.3.

But so far, no crashes or issues with anything in the mod that I've discovered.

7
Mods / Re: [0.96a] Stardust Ventures ship pack v0.8.2
« on: December 14, 2023, 02:59:49 PM »
Shoutout to Notscoop who is currently doing a Stardust Ventures and Bultach Coalition YouTube playthrough. You can find the Playlist here.

Been a pretty entertaining watch so far, and an interesting view into how other people use what I've created!

8
Mods / Re: [0.96a] Stardust Ventures ship pack v0.8.2
« on: December 04, 2023, 09:45:44 AM »
Ah, it's not on that screen. Nex is a bit confusing.



Once you're at the 'Select a Faction' screen, you probably have another page. If you go to that, you'll see an option for Custom Start. A Golden Ticket is one of the custom starts in there. (For my modlist I have two pages worth, and it's on the second page. That'll depend on the mods you have installed)

9
Mods / Re: [0.96a] Stardust Ventures ship pack v0.8.2
« on: December 04, 2023, 07:47:05 AM »
This must have been asked a 1000 times, but I cant find the faction listed as a faction in Nexrellin. Also, the custom scenario golden ticked isnt listed. Only derelict empire. I can select the ships when making a custom fleet.
What am I doing wrong?

Ah, it's not an active faction (yet). It's currently a tech set with shops on select worlds and usage by many of the vanilla factions. Which is why it's listed in the Content Expansion section of the index rather then the Faction list.

Strange that you don't see the Golden Ticket start. Should show up under Custom, like the Tutorial or Spacer starts. This is with the current version, 0.8.2?

10
Mods / Re: [0.96a] Stardust Ventures ship pack v0.8.2
« on: December 03, 2023, 10:02:32 AM »
8.2 is out!

Updated art! The Horizon Chaser and Void Nomad get some shading and a bit of weathering, plus shiny new yellow lights to visually show off their built-in Environmental Shielding upgrades:
   

Most of the rest of the changes are tweaks and bug fixes, nothing that should break saves. There is one new thing, however. In addition to the art lift, the Horizon Chaser exploration frigate now has the ability to do preliminary Survey scans of planets without needing you to go into orbit thanks to its Advance Survey Drones. Having more of them in your fleet will extend the ability out, letting you grab basic info on planets without needing the Remote Survey skill or taking the time to go into orbit.

This mimics the ability granted by the QoL pack mod, but the range is a bit further, especially if you have multiple horizon chaser's in your fleet.

This is one of those things I've wanted to do for a while now. I've always found it a bit unsatisfying that exploration ships didn't have a unique role to play in your fleets since you could do Survey Equipment just fine as an add-on to your freighters and tankers. This way you might actually want to keep around an exploration frigate for a while. Expect the Stargazer to get a similarly interested exploration skill at some point. The Void Nomad is already chock full of stuff like the Salvage Gantries, so it's tempting enough already.

That's it for now. Next up is probably more exploration ship stuff, but we'll see how it goes.

11
Bug Reports & Support (modded) / Re: Error code Fatal null
« on: October 30, 2023, 07:35:25 AM »
You're welcome!

12
Modding / Re: [0.96a] Scavenger Trading (v0.0.1)
« on: October 27, 2023, 04:01:28 PM »
I love this idea!

13
Bug Reports & Support (modded) / Re: Error code Fatal null
« on: October 24, 2023, 04:53:50 PM »
Monastic Orders have a known crash. As far as I know, there isn't a proper 'fix' for it in place yet, but you can change the configuration of Industrial Evolution to basically turn the governments 'off' and have them just be for flavor, which should stop the crashes.

14
Mods / Re: [0.96a] Stardust Ventures ship pack v0.8.1
« on: October 24, 2023, 04:38:26 PM »
Ok, very sorry about that. It seems my IDE decided to be a bit overly helpful and 'upgrade' my java target for me so it could properly handle some code I'd added in.

Took a fair amount of work, but it's sorted now, and seems to work fine with both the default Java 7 as well as Java 8. And I know to keep an eye on this in the future!

15
Mods / Re: [0.96a] Stardust Ventures ship pack v0.8.0
« on: October 21, 2023, 05:02:00 PM »
Yeah, looks like my IDE was being 'helpful'. I will see about getting a patch out as soon as I can.

Upgrading your Java version from 7 to 8 should fix it for you (and helps with performance), but I will definitely try to get this fixed so it's not causing people issues.

You can also roll back to the 0.7.4 version by downloading the zip file from that section on the releases page here: https://github.com/Mephansteras/Stardust_Ventures/releases

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