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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 - sterr

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1
Modding / Re: [0.95.1a] AI Ship Driver Licence (2023-1-14)
« on: November 24, 2023, 11:45:02 PM »
A tiny change that allow player to control ship with automated tags in combat.
Install steps:
 Open the zip file, find the "starsector-core" folder and use it replace the origin starsector-core folder under main game root.

Notice: you still can't set player or officer as pilot because the main code of AI ship pilot is attached in
 "starfarer.api" recoding and publish it seems illegal.

WARNING!This mod's install includes file overwriting! I made a back up for the origin file in the  "back up file" folder you can uninstall it by replaceing the changed files.

Change files list:
starsector-core\data\hullmods\hull_mods.csv

Download link: https://mega.nz/file/bYtjnBaL#KCjaOC6Xu1Z-3knkg5OYuxI-cSuEZvf7DcbTy8ZMHdk
I updated this to the current game version, do you mind if I post it here?

2
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: October 01, 2022, 12:13:36 AM »
Ok, I might be an idiot, but... what is the omega drive on the super zero actually doing? I can't see any difference when it's activated except the ship gets blurry.

3
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: September 26, 2022, 06:56:16 AM »
The Excelsior is only available as a starting option in Nexerelin, and to have that option you must have beaten the mission.  I would recommend just editing your mission score to unlock it as that mission is next to impossible to complete legitimately these days.
:-\ That's a shame, I was hoping I could get it legitimately midway through a campaign from the bounty. At least the nightwalker with antimatter SRMs is pretty close...

Thanks for the help!

4
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: September 25, 2022, 09:04:56 PM »
Are you unable to salvage the excelsior from the mission it shows up in? I've fought it a few times and haven't gotten the option.

Not to my knowledge.  You'll have to beat the excelsior scenario from the missions.
Do you mean that if you beat the mission you can salvage it, or that you can only get it via starting with it?

5
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: September 25, 2022, 08:34:49 PM »
Are you unable to salvage the excelsior from the mission it shows up in? I've fought it a few times and haven't gotten the option.

6
Mods / Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« on: September 16, 2022, 06:02:00 PM »
Is there a way to make the AI less prone to wars? I'd like to make wars rarer but also larger. I know I can make them larger by changing invasion/response fleet sizes, war weariness, etc but I also want to only have those wars happen once every few years, even with a ton of modded factions, without having to do something like flatten relations.
Increasing the diplomacy interval in data/config/exerelin/diplomacyConfig.json might do the job.

(In the same file, you can also reduce the chance of the four or so random negative events with "repLimit":"hostile", i.e. the ones that can push factions into war without either making an explicit decision to declare war)
Will try it, thank you friendly amino acid.

7
Mods / Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« on: September 14, 2022, 07:47:07 PM »
Is there a way to make the AI less prone to wars? I'd like to make wars rarer but also larger. I know I can make them larger by changing invasion/response fleet sizes, war weariness, etc but I also want to only have those wars happen once every few years, even with a ton of modded factions, without having to do something like flatten relations.

8
General Discussion / Re: Phase Anchor is absurdly overpowered.
« on: January 19, 2022, 07:08:26 AM »
If you want to identify PA as the issue you should probably not use an overtuned end-game reward ship as the base hull to argue from, it's not super convincing.
This, a missile or 8 antimatter blaster Doom can do silly things as well.

Phase anchor should probably be nerfed a bit- split the effects between 2 hull mods and buff adaptive phase coils so that there's more to choosing your phase hull mod, since brawling with the right build you can do a lot of damage (though it isn't much fun imo). It would be nice to, with the phase rework, have to really choose between high damage and low mobility or low damage and high mobility on the larger phase ships, and in terms of damage to have to choose between fire rate and flux management depending on the weapons. You already have to choose between damage and mobility but with how the PA is damage is clearly better.

9
General Discussion / Re: Zig is ridiculous
« on: January 19, 2022, 06:45:47 AM »
Ion weapons make it easy if you bring enough, just turn off its guns :P. The Zig can delete mid-size ships very quickly at close range but has meh CC, either bring a bunch of frigates with ion weapons or capital ships that can tank it (one paragon getting its attention can win the fight reliably, it worked for me with no special prep the first run through though it killed a lot of my other ships). If you bring cruisers or destroyers it will just kill them before you can get your DP worth from them unless they outrange it or are tailored for the fight.

I haven't bothered to try this but I'm sure you could solo it easily if you bring a paragon with 4 tachyon lances and every ion weapon you can fit. "Just buy a paragon" might not be the most useful advice but there you go.

10
General Discussion / Re: Genuine question about the phase changes
« on: January 08, 2022, 06:51:44 PM »

I haven't quite figured out the AI behavior toward mines, but it still seems to sort of work. But it's odd. If I lay mines behind an enemy ship, it'll still face its shields toward me. But as I unphase to launch my alpha strike, it'll lower its shields, maybe because of the mines or something, and still take my volley in the face a good portion of the time. It's just that now it won't lower the shields right away.

This is somewhat inconsistent, though, which just means I haven't quite figured out how it works yet.
I have a theory about this: more mines seem to get the AI to react faster, and they tend to swing their shields around before it explodes. I think it's trying to work out whether or not the mines are a bigger threat than the player, so the more potential damage and the closer they are to going off the more likely the AI is to try to defend against them. But I'm not sure how to conclusively test that.

11
General Discussion / Re: The State of Phase in 0.95.1a
« on: January 05, 2022, 09:48:35 PM »
I'm not a fan of the speed change, nerfing phase ships by making them slower just makes playing them frustrating. It also makes hit and run next to impossible on the larger ships so you're forced to take the phase anchor and just use them as another brawler. That's the same playstyle you can get with any other ship.

I think a good change would be for the phase anchor to stay as is- more dps and the ability to safely lose the ship while brawling- but for the adaptive phase coils to completely remove the speed penalty.

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