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Messages - Zr0Potential

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1
Aw shucks I spent too long drafting this up a new update came out

Thank you Zr0Potential, really appreciate the feedback!
Glad if I could help in any way I can  ;D
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1a) I'm not fan the Apogee is already a great warship, it's supposed to be an exploration cruiser, a bit like the Venture... Anyway I want to keep the Auspicious but distinguish it. I was thinking about adding a semi-useful mod like Nav or ECM (to represent converted survey equipment). I'm thinking about either replacing the front large mount by 2 medium energy mounts or a Missile/Energy hybrid. I want to keep the idea of a mixed cruiser/carrier
Honestly I think removing the large mount would be a bad nerf imo, unless you're planning on turning it into a brawler-carrier ship like Mora ig? (and tbh I personally prefer the TPC Apex before this one)
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1c) Era and Era(Lc) would probably be revised according to the new autoforge system. To be honest those ships where more interesting when the Assault and Escort Packages existed
Yeah some other ships (like Wardlaw) needs adjustments on their variants too with those being phased out but I personally think those are cool ships and very fit in Vanilla, and very fitting ships to use if you have the Supply Forging mod
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1e) I might be considering a Filum drone bay fitting with it.
Yeah and if I may suggest, the Hegemony variant could be an open slot to represent the militarization
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2: a,b,c and f) relate to something i don't like in recent edition Starsector: every faction is a military superpower unable to enforce a no-military public sales. I agree many weapons are bloating the market but that's the intent, I wanted to convey the idea most factions have to deal with second-grade weapons. Actually next version I would like to incorporate less higher-tier weapons availability to promote players using what they can find.
While I do agree with what you've said, the thing is if the weapons in question doesn't really have a niche or reason to use when you could get a better weapon with even less OPs, it would fell short and only be seen as "fodder guns" (the thing you only find used in Pirate and trade fleets), which is such a waste of potential imo, with some also overlaps with Vanilla
and on Mining Array's case, other mods (which tbf is not your problem, just wanted to let you know that we at least have 3 Mining Arrays-like floating around)
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a) to d) agree they need some changes" I started working on that. David might either get an increase in speed or in damage, while keeping the poor tracking.
Rebalancing is sorely needed yes, and in Scorpius' case, a new niche imo (if you want to keep it around)
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3a) interesting, I usually don't play a run long enough so that it happens, I was hopping the Heavy Battery would help. I could either increase Lepia pop or decrease population of Bythinia
I think the proximity of them is the main problem, less of the defense rating but more of stability since the Church will destroy any trade fleet coming to Lepia, tanking it down leading to decivilization, if I may suggest, follow the example of Vanilla with Salamanca - Qaras and Lacaille Habitat - Kapteyn and give them enough space not to disrupt one another (at least not that much)
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c)So the initial idea is that Utic is a planet big enough to not be bothered by other factions but too small to start it's own empire. I can give a try to your changes, seems good enough to not impact gameplay without removing the feeling of the place.
Glad to hear, from my experience with the changes, it's pretty much seamless gameplay wise, being a notable resupply base and trade goods producer, and also fits in with the lore
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Art is in the pipes, got some inspirations for a few planets
Neato, any more addition to the existing systems? Wouldn't need to be inhabited like Nora with its lore
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I don't mind having detailed feedback about description typos, I'm doing my best but doing its best is not always enough.
It's alright, you'd be surprised at how many mods have these things going (even found a minor one in Vanilla), nothing a little proofreading wouldn't fix, I can send it to you

And again, most of these are based on my very personal opinion, some may share it, some may differ from it, feel free to disagree or add on to it :)

2
Mods / Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
« on: June 05, 2023, 11:07:22 PM »
NEW UPDATE LET'S GO!!!!

Still hoping that we can use multiple upgrades in a ship pretty please with a cherry on top  :)

3
Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: May 28, 2023, 07:43:24 PM »
does it work on 0.96?

It does, as long as you dont put an alpha core on the tech mining industry (technically you CAN, but as soon as you hover over the industry it gonna cause a crash, because the code used to show the tooltip is changed in 0.96 - itsn ot the only affected mod in this regard, Iron Shell also have the same issue with the hullmods, but that mod is also perfectly functional besides that).

You can safely put a story point on the industry though without crashing the game, so if you want to use an alpha core improve the industry first, because you will not be able to do after that.

Dang, that's the most important part of having a Tech-Mining

4
Mods / Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
« on: May 28, 2023, 07:33:09 PM »
Not entirely; you may get partial functionality if you hack up the required version number, but no guarantees.

I am, however, working on an update; should be out tomorrow. (This update will probably not be save-compatible with a hacked-up prior version of the mod, however.)

That's good to hear, the Planetary Shield could always use some love, looking forward to what you're cooking up

Edit: just read Nex's patch notes, minor hostile activity reduction maybe? If too OP on base maybe let's say a SP bonus?

5
Mods / Re: [0.96a] Content Unlocking Missions 1.13
« on: May 25, 2023, 11:08:40 PM »
Great mod, sure wish some of the rewards are more worth it/interesting tbh

Just letting you know that this will broke the Nothing Personal mission because the Aurora variant is

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FleetMemberAPI member = api.addToFleet(FleetSide.PLAYER, "aurora_Assault_Support", FleetMemberType.SHIP, "ISS Athena", true);
Instead of aurora_Assault

Thanks

6
love the mod but I think an icon would be nice

7
Nice to see it getting maintained, or at least until some other essential mod incorporates this too, keep up the good work!

8
Mods / Re: [0.95.1a] QoL Pack 1.1.0
« on: May 24, 2023, 03:54:14 AM »
I couldn't live without this mod so i patched the Jar file: here

Technical Details
If PureTilt returns: The fix is very simple, the function 'processInputPreCoreControls' in classes 'qolp_RMCAfterOverload' and 'qolp_shieldSnapping' has a nulllcheck that reads:
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if (engine.getPlayerShip() == null) return;
change to:
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if (engine == null || engine.getPlayerShip() == null) return;
[close]

Much appreciated

9
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: May 23, 2023, 09:57:55 PM »

Slotting in a Nanoforge in a Heavy Industry/Orbital Works will replace Habitable with Pollution after a few months

Is this a part of the basegame or this mod? Because it doesn't work in base game

Basegame. It takes 90 days for Pollution to be permanent according to the wiki.
I was skeptical from the wiki and tested out myself and it was just as I suspected, the habitable doesn't go away but pollution becomes permanent. Have you personally tested this and my game is just bugged?

Oh, I thought it was just me. I followed his instructions; I did that and I only got Pollution condition added, Habitable condition was still there. I thought at first it was some sort of a mod conflict because of DIY Planets and Terraforming mod. But as you  said, it seems that's not how it works. Unfortunately.

Oh whoops, I always avoided doing that because I thought that's what's gonna happen, my bad

10
Modding / Re: Pilotable Default fighters(Arma Armatura) ---> Idea
« on: May 23, 2023, 09:56:35 PM »
YES! I'm more of a Vanilla kind of guy so I've been wanting more actual fighters instead of mechs (no offense, amazing mod, just not my cup of tea)

We do have Vanilla Armatura but it's just plain fighters to strikecraft conversion with no stat changes/buffs like Broadsword (AA) or Xyphos (AA)

Anyways you might to look into Starfighter Intrastellar Modification Program for more custom Vanilla-adjacent strikecrafts ideas

Hope you can cook something up

11
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: May 22, 2023, 05:37:32 PM »

Slotting in a Nanoforge in a Heavy Industry/Orbital Works will replace Habitable with Pollution after a few months

Is this a part of the basegame or this mod? Because it doesn't work in base game

Basegame. It takes 90 days for Pollution to be permanent according to the wiki.

12
I made a fork and made the updates that seemed to be needed to get this working with 0.96a.

As soon as I can figure out the github actions permissions sorted out I'll push up a release for download. A 0.96a release is now available for download.

https://github.com/frakern/starpocalypse/releases/download/3.0.0/starpocalypse-3.0.0.zip

Anyone else who wants to work with me on this, please reach out and we can discuss future plans.

Much appreciated

13
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: May 19, 2023, 06:47:22 PM »
Is there a way to simply remove the Habitable condition?

Slotting in a Nanoforge in a Heavy Industry/Orbital Works will replace Habitable with Pollution after a few months

14
Small announcement for people playing with this mod:

I just realized the 0.96version was released. It will be a good opportunity to do some weapon and ship balancing. Unfortunately I'm away for a few weeks and will not be able to update the mod until early June.

So, if people have any suggestions/comments about some weapons not balanced enough, ships that feel "wrong", duplication of ships vs the new release etc... please feel free to type it down this topic, it will help me move faster toward a new updated version of SGM and will be greatly appreciated!

Very gladly! But first of all do we compare SGM to Vanilla or other mods too? Because if we're talking about overlaps there are some cases but here goes my thoughts, based on personal tweaks I've made to my personal bootleg of the mod (for personal use ofc), also this is pretty long so please bear with me :D:

1. Ships:
a. Auspicious/Apex: with the new update upsizing the Apogee's left hardpoint to a medium, the Auspicious is just Apogee but fighter bays instead of missile (something that could be done with the buffed Converted Hangar while keeping the Large Missile slot), without its own niche I think it's best to retire this ship.
b. Foundation: the small turret in the middle is facing backwards which is a bit awkward, maybe flip it to the other side or make it 360 degrees? It could also use another medium mount I think.
c. Era (LC): loses its small missile mount at the front compared to the regular Era.
d. Herder: sprite has two symmetrical bridges on both sides.
e. Copernic & Copernic (A): sprites have what looks like to be fighter bays but no slot.
 
PS. so glad you decided to bring back the Foundation Babel.

2. Weapons:
a. Hive SRM Launcher: as I've mentioned previously, it is severely underwhelming, I can share my stat sheet for what I think is properly balanced for it (to be between Swarmer & Locust).
b. Scorpius LRM: overlapped with the new Pilum Catapult, even the EMP niche, suggest removing it to reduce bloat.
c. David Missile System: personal opinion but the name is boring imo (no offense), and they, true to the lore, are awful and the only ones who'd use these missiles are Pirates (which in many cases it's either cheaper to use Hammers or just upgun to actual Harpoons), might want to try rebranding it or just remove them to reduce bloat.
d. Scattergun: a bit unreliable as a PD and a bit expensive for 5 OPs (for what looks like a makeshift weapon), might try increasing the firing rate so it can cover better and reduce the OP cost to 4.
e. Ice Bomb: very nice gun just think the sprites could use a touch up (feels a bit stretched) and a cooler name.
f. Mining Array: there are a few other mods that have similar or even the same as the Mining Array (at least HMI and BSC), personally I chose the HMI's out of the other options and disabled this in my bootleg to reduce bloat.

3. Systems/Worlds:
a. Byzos: Lepia's placement is too close to Bythinia in range of its patrols which leads to being rapidly decivilized in a few cycles, Bythinia is also lore-wise is a space dump so Scattered Ruins feels a bit lacking, personally I bumped it up to Widespread Ruins.
b. Ivree: Scilly has the size of 5 but the population of 6.
c. Utic: Nepheria being a size 6 independent with a high command and orbital works complete with a corrupted nanoforge strikes me as less than a "second rank industrial planet" lore-wise and more of a regional capital/command center (when the largest indie settlement in Vanilla is Nova Maxios), so I tuned it down by replacing high command > military base and orbital works > heavy industry.

Others:
a. Planet Illustrations are very awesome, would like to see more of them (or again, maybe AI generated illustration could be cool too) to give each planets more distinction.
b. Lots of typos/minor adjustments that could be made in the descriptions, I'd gladly help proofread if you need help with it.

All in all, this is my personal opinion based on my experience as a long time user of this mod, being one of the most Vanilla friendly that is still mantained (RIP DaRa & Missing Ships) and I'm very happy to support the development of this mod in any way I can.

If any others have different experience/POV/idea how to balance/improve, please kindly bring it up and maybe we can cook something up to make it even better. ;D

Edit: added Copernic feedback

15
Suggestions / Re: Slightly-Less-Augmented Drive Field
« on: May 15, 2023, 02:37:39 AM »
Try the Attuned Drive Field mod

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