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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - PeopleThief

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General Discussion / Drone Carriers
« on: October 28, 2023, 01:32:13 PM »
Can you put wasps or hammer carrier fighter drones in a droneship carrier? or just the remnant drones?

Mods / Re: [0.96a] Aptly Simple Hullmods 1.6.1
« on: October 14, 2023, 05:23:42 PM »
Is there a way to download the older versions of this mod? (haven't made the jump from 95.1a yet)

Nooooo not the decimator :(

I saw in the discord alpha you have removed the decimator frigate since it has been "replaced by the vanguard". I don't really see the issue with having both, since they fulfill completely different roles. The vanguard is a slow, shieldless brick that burn drives in and then sits on the frontline, using it's ultra-high hull and armor and integrated damper field to survive. On the other hand, the decimator is a fast hunter killer glass cannon that makes moderate use of it's shields (though it still has bad shields), using its high speed to dart in and out of combat, using it's twin medium ballistic mounts backed up by AAF to wreak havoc before disengaging. While they are both elite low-tech frigates, I don't understand the problem with that, since even if you do not count the phase ships or hyperion there are 3 vanilla elite high tech frigates (the omen, scarab, and tempest). Furthermore, a huge portion of the people using your mod are also going to be using other mods that add in more elite frigates, so it is not like most people will only have one elite low-tech frigate with the decimator removed. While I can kind of understand the desire to remove bloat, the decimator is a fun and relatively unique ship, and I hope it stays in the mod.

Any plans to add a config that makes constructing world symbols, deconstructing them, and then rebuilding them will generate story points?

Mods / Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
« on: June 22, 2022, 12:39:15 PM »
Not sure whether or not this mod is dead (It still works and is a great addition to the game), but if it is not, I think that the LG and XIV variants of the thunder have standard ion cannons when they should have high delay variants, and the same is true for the LG Gladius's IR pulse laser (though the XIV gladius has the correct high delay laser).

Man, I don't know how many times I have repeated that I believe for FUTURE additions you should have DIFFERENT downsides (that don't break your own content under 99% of common gameplay instances), and yet you keep replying as I'm asking to remove the ones that are already in and with no other downside as a substitute.
There are NO other possible downsides to add to Superweapons, friendly fire is the only one available aside from self damage (which i hate since it either does nothing or make the weapon unusable).
wdym NO other possible downsides? Just to list a few, on a weaker but still powerful superweapon you could have something that weakens all other weapons on the ship, extreme damage but incredibly short range (like 50) would be cool, on a medium slot superweapon you could have something that reduces ship stats for the rest of combat everytime it is fired, a weapon that only functions if you have multiple supporting weapons in other slots whose projectiles would combine into a projectile that actually does damage, etc...
And that is just a couple options, there are many other possibilities.

Mods / Re: Machina Void Shipyards v. 0.55.5
« on: June 20, 2022, 01:38:46 PM »
Glare lacks Auto Ships hullmod. Still functions fine, but figured I should report it.

I think you need to make it so the remnant and derelict AI ships you mod adds can be captured with ai ships skill.

Mods / Re: [0.95a] Automated Commands
« on: June 18, 2022, 05:07:04 PM »
Also, a hullmod to make it so a ship always keeps its fighters on regroup would be super useful, since right now it means that the AI never lets the fighters hang back and support it unless they are dedicated support fighters that are locked to the ship, and it also means that ships with fighters never get zero-flux boost in AI hands.

Mods / Re: [0.95.1a] Red - the Oculian Armada (0.9.2b) Mod
« on: June 17, 2022, 11:03:26 AM »

Mods / Re: [0.95.1a] Red - the Oculian Armada (0.9.2b) Mod
« on: June 16, 2022, 09:19:41 PM »
Is there a way to delete the immersion-breaking anime portraits w/o breaking the mod?

Mods / Re: [0.95a] Gacha S-Mods v1.5.0
« on: June 16, 2022, 11:56:29 AM »
One idea that might be nice as an option for this mod is to have it you can still add chosen s-mods normally, but gacha s-mods can go over the s-mod cap.

Mods / Re: [0.95a] Osiris Alliance v2.6
« on: June 15, 2022, 03:51:50 PM »
I think the Radiator Mk. 3 needs a nerf. Right now it provides 100 raiding power, despite being far cheaper and smaller than the vanilla basic raiding troop transport, the valkyrie. It is currently by far the most efficient source of ground support in my heavily modded game. A nerf to a custom weaker version that provides 40-45 raiding power would be far more reasonable.

Mods / Re: [0.95a] Automated Commands
« on: June 14, 2022, 05:16:07 PM »
I was kinda thinking if missile has any guidance and there is any enemy ship in range (excluding fighters, and irrespective of missile mount facing), fire missile. If that is not possible, 3 would also work, though I would recommend it working 3500+ range, so it would work on 4000 range missile like pilums.

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