Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - mllhild

Pages: [1] 2 3 ... 5
1
Until now survey data was only useful for some money, mostly not even worth the time it took to collect them, so it would be nice for the to be a better use for them. A trial run for this is being done by the UAF exchange shop, where you can get ships and items not available elsewhere in exchange for survey data. This is particularly nice because survey data is a limited resource, so the player cant just farm for more.

2
Suggestions / Re: Gameovers
« on: March 08, 2024, 10:32:28 AM »
The boring solutions would be things like fines.

Temporary prison sentences would be more fun, essentially your fleet is stuck and has to wait for you to return. The option existing for you to call the marines in your fleet to bist you out. This would make the playrr feel more like the mercenary leader he is supposed to be.

Hit fleets that enter the map during conbat and beeline it towards you flagship assassins.

3
It's already against everything and deserves a ban, yet I want to notice that there was at least 1 case of such person being rehabilitated, so if we'd REALLY went on a fullscale witch-hunt, in some cases it will be like an execution of felon who already served his time in a prison, was released, and actually changed his life.
game mods are based on trust, once lost it cant be restored.

4
yep, please blanket ban anyone putting maleware into the code.
For those talking about rutheless mod and realistic combat mod, they clearly state what they do, so they would never fall into the category of malware.

As for crashes due to mod incompatibility, the community seemed to have handled this rather well until now and always tried to fix them.

5
Mods / Re: [0.97a] The Knights of Ludd
« on: March 07, 2024, 02:02:32 PM »
Hello there, this might be massive spoilers for this mod but i am so confused on what happened so I'm asking anyway. Be warned I guess?

Its Kinda simple really, I was just using the gates to travel the core worlds when all of sudden i find myself in the "NullSpace" that isnt on the map. Its filled with some crazy Ships called the "Duskborne"(that the mod that which tells you what ships came from what mod, say that they came from this mod) and possibly lore for the mod. So i have to ask if this is intentional or have I accidentally skipped/broke my way into that area? I just want to know if i should resort to a previous save so as not to do things out of order.

That should be Secrets of the Frontier, the Sierra mod

6
So its it still going to be "making friend in magical girl anime" style? (beat them up and scream at them until they become your friends)

7
Modding / Re: [0.97a] ElvenSector 0.1.2
« on: March 06, 2024, 12:27:43 AM »
Tried the frigates yesterday. Had 3 of the smalles ones with default load out 3x4DP, vs a sungle Slasher 4DP. The slasher died due to CR depletion.

Equipped them then with Chainguns and they did a bit better. If those where Synergy mounts so that energy damage weapons could be put there it would help mitigate the single forward mount problem.

Still.those friggates are quite good vs beam weapons since they have so much excess flux.

Due to the light at the tail sections its hard to see in combat if the engine is burnt out or not. awould it be possible to make that light part of the green engine flame, so that it goes out together?


When I tried the next friiggate I noticed that the small mounts field of fire doesnt overlap. So the weapons I put there really struggled to hit thinner ships.

Factionwise, soon after I started the game the secondary planet got invaded by a vanilla faction and just fell immediately.

All in all it has the nice feel of an underdog faction whose ship design is still stuck in more peaceful times and not the guns at every corner and missle spam war of the Persean sector.



8
Mods / Re: [0.97a] Random Assortment of Things
« on: February 25, 2024, 01:02:22 PM »
Tried the Settlement mechanic for the first time and it works really nice with the Ruthless Sector mod, since it makes a transitiontionary phase to the colony possible.

The minimap takes some getting used too, especially in system the black background and stuttering is a bit of a problem.

EPA stuff is quite expensive in terms of ai cores or blueprints if I keep the vanilla spawning settings.

Since you seem to be the best at UI modding I have a question as well, is there any UI setting to only scale up the dialog screen and nothing else? Im having trouble with it because at 1440p I have to glue my face to the screen to read the dialog.


9
This is mainly in regards to carriers, even if I equip them with guns and give the engage command they dont approach the enemy, but only send their fighter. This is likely because Vanilla carriers all have no guns whatsoever, but a lot of mods have hybrid carriers.

Suggestion: Add to the refit screen a dropdown menu to choose which AI this ship should use.

10
Suggestions / Re: Plot armor should be handled more gracefully, if kept.
« on: February 25, 2024, 11:08:23 AM »
There shouldnt be any plot armor in that regard. If the player is so stupid as to satbomb coreworlds then he should be prepared to lose quests related to those places.

11
Suggestions / Separate UI scaling for Hud and Dialog windows
« on: February 25, 2024, 11:05:33 AM »
The Dialog UI doesnt auto-scale to the window size, but remains constant, so when I play the game at 1440p I can barely read the text. The solution is to scale up the UI when launching Starsector, but that scales everything and then I end up with a giant HUD.

Hence I would like to suggest having separate Ui scaling for HUD and Dialog/Event screen and Shop screen.

12
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 04, 2024, 05:09:29 PM »
I only now got from the subreddit that a new version came out, well time to boot up and see what mods are still working.

13
Thank you so much for the update, finally again something to challenge the UAF in terms of waifu supremacy faction!

14
Suggestions / Making Hostile Activity more intuitive
« on: September 07, 2023, 05:38:42 AM »
Current state:
- system with 10 patrols station has the same bonus as a system with 1 patrol station
- pirate fleets that raid the system seem to scale of the players fleet and not the hostile activity meter -> makes patrol fleets kinda useless
- Pirates and Ludic path increase the same meter -> using tech becomes a disadvantage -> reduces the benefit of engaging in exploration
- relations with the luddic church seem to have no influence
- amount of pirate worlds have no influence
- position of ludic path and pirate bases have no weight on their influence
- pirate influence (10 + size - stability + pirate base in range) ranges from 3+c to 16+c, defense from 5 to 18, ludd from 0 to 25?, yet the hostile activity meter stack on that due to its negative stability modifier. Hence what happens is that if the luddic path gets triggered because you went over 7 point you immediatly are in a 11+c to 24+c situation at best and usually closer to 15+c to 28+c. Meaning that no matter how much defense you build, hostile activity will just go up and up.
- getting rid of all pirate planets does nothing for the sector
- Luddic faith is totally unaffected even if they lose all their worlds

Suggestions:
- separate pirates and ludds into separate meters (they are lore wise separate)
- make things stack so that the player has agency:

Defense Rating:
patrol stations +(insystem), military bases ++(5ly), command post +++(10ly),  sensor relays +, stable worlds+(insystem)

Pirate Activity:
empty worlds(insystem), unstable worlds (insystem), pirate bases+(10ly), pirate worlds++(15ly), enemy faction worlds+(15ly)
base value added would be trade volume of all planets in system added up and devided by a factor. That way it scales with size and type of colony.

Ludic Activity:
empty worlds(insystem), unstable worlds (insystem),luddic path worlds++(20ly), luddic path bases+(10ly), ludic church worlds+(20ly)
still triggers at the same techpoints level, but instead of adding the tech score flat, add just the part over 7 permitted base points

- normal enemy spawn fleets in your system should depend on the meters and trade amount, not your fleet size
- event fleet size can depend on player fleet size


Effects:
- it now follows the simple logic of destroy enemy origins so that enemies stop coming
- player now has a reason to occupy more than just the best worlds in a system
- paying for defence becomes viable, hence you can make a fortress system if you want it to be defensible
- patrol fleets can actually deal with pirate fleets in your system
- finding Domain tech in exploration is again rewarding since you can use it without being forever stuck defeating pirate fleets
- makes the sector react to the player action in a way the player can feel (destruction of the luddic and pirate worlds)
- being at war with a faction has an actual downside now and isnt just a free capital ship delivery
- colonizing multiple close systems becomes more advantageous than far spread out colonies
- incentivises colonizing further out from the core to reduce the number of enemy worlds affecting the meter

Notes:
- unless I read the wiki I never knew you could pay off the pirates or the ludds, so that should be mentioned/suggested somewhere on the screen of the hostile activity meters
- Kanta really doesnt feel like anyone important in the game, so his ability to give a protection really is kinda strange. His base is just far too crappy and has no big fleets to indicate status. (The main quest has the flaw of saying that he is influencial, but not SHOWING it. Hence he feels like just another henchmen. ...oh right he was supposed to be a women, but since he doenst look or behave like one I always forget about that)

15
Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: September 05, 2023, 06:46:20 PM »
The new travel options sound nice, but im worried about the Slipstream mechanics, the ability create a surge, add a wormhole and a gate making the game have too much fast travel options and hence leading to a lack of loss of scale. (this looks like going from Morrowind fasttravel to Skyrim fasttravel)


I see the Inversed Slipstream mechanics causing 4 things.
1. It makes the trick of perfectly navegating the border of a slip stream going in the opposite directio to evade storms obsolete, hence reducing the fun of traveling.
2. Will prevent the player from having to take alternate routes and making the space feel too friendly and accomodating, given that the sector is supposed to feel hostile.
3. Makes escaping from persuing fleets too easy, since I doubt the AI will be smart enough to follow a player entering a stream with reversed polarity.
4. enables worlds that have eternal slipstream radiating outwards from them to be a thing. So a world you can see but only visit once you unlocked the skill. (hey at leasst one positive)


There is a mod similar to the surge mechanic called something like "hyperspace jump", which you unlock after defeating a Radiant. The consequence of the mod was that I essentially stopped using anything else besides it for traveling.(I ended up removing it from my games) While the mod didnt have the limitation of needing planetary bodies, that actually doesnt feel like a limitation, since you are essentially always traveling from a system to another system. So it works as a simple fast travel system instead of a rare oportunity. Limiting it to Black holes and neutron stars seems more reasonable and I hope it also has quite a high cost to offset the advantages of
1. ignoring terrain
2. ignoring storms
3. greatly reducing the amount of time -> supply, salary, opportunity, planning needs


As for wormhole and making a gate, it will certainly reduce the mystery of the Domain tech when you are suddently able to make one. So it certainly would need quite the reaction from the factions and some serious questing to make it feel fitting.

In the end, would this also make outposts kinda irrelevant?


As for the UI hotbar. Please make it possible to add two rows and change its size. so that its:
Alt+[0-9]
Ctrl+[0-9]
[0-9]
That would give 30 slots which is highly needed since many mods have special abilities and just no place to put the icons. (maybe with the +/- lock system from the BG3 hotbar)

On a similar vein, the infoscreens with all its tabs (gates, salvage, contacts, important....) needs to have hotkeys, since they arent ordered or color coded, so its always a pain to find the button for the right thing.
Hence it would be nice if the most used would be able to go ctrl+Initial leter.
ctrl+g gates
ctrl+c contacts
ctrl+i important
ctrl+....
or even better enable the API to assign hotkeys, then StellarNetworks can add them to all their extra tabs.

or enable collabsable hotbars where we can link buttons to spezific tabs.

Pages: [1] 2 3 ... 5