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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - Akii

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Modding / Re: Nomadic Survival Addon - Wonders from Beyond
« on: October 12, 2024, 11:37:42 AM »
Yay!  These look great!

Also, of much lesser importance... boooo.... I just started a new run last week and I have a nice set up of cruisers I like, I don't wanna restart...

Edit: Just a quick edit to point out you can and -should- call it modding, it's data entry, it's all the work you put into thinking these up and presumably testing they work.  Making 20 of anything that work with a game someone else wrote is a solid chunk of work, please don't undervalue your contribution here!

Aww, thank you!! Alright, I'll be a little more confident!
Though you may not see the operations for now, I hope you have a fun run!  ;D

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Mods / Re: [0.97a-RC11] Domain Phase Lab
« on: October 11, 2024, 11:30:41 PM »
Hello! Thanks for your feedbacks!

For the showcases, I have to apologize, it's really my problem. Since version 0.5.0 (The earliest alpha test version), I was thinking about adding in some more screenshots and vedios showing some combat scenes. However It just turns that I don't know how to do it besides taking photos of my screen using my phone. Some people from the forum suggests that I can take the screenshots by pressing F12 key or something similar, I have to learn this technique. And for many of the unique ships, they are supposed to be unlockable contents through all different missions, and I'm not sure what to do with them. I don't want to put them in the visible ship lists, as they are supposed to be 'unlocked'. But for most of the available ships on markets, they indeed are just some plain ships. I have to admit that I need to learn a lot when trying to make good showcases for my mod, which is heavily story-based.

For the quest, I believe that should be 'Pilgrimage'. And actually, if you are playing with update 1.6.0 or 1.6.1, you are just halfway through, and there are more stories after that. For the boss fights, actually I designed them to be like that: If your ideas and fleet compositions are correct, then they should be relatively easy, and once you defeat the flagship, the rest of the fleet is just a piece of cake. However, if you try to blindly fight the boss just with some 'in general strong fleets' and not thinking carefully, the boss fights will actually be very hard. Those fights should be more like puzzles to solve before you unlock more stories (And if the fights are too hard during my local tests, I'll add story options for players to skip them without loots, though this only happens very occasionally).

I'm glad that you enjoy the stories, those are supposed to be the heart and most important parts of this mod. As I planned, Domain Phase Lab is afterall, a story-based mod. For the boss fight drops, they are supposed to be that much, because you are actually fighting big fleets, and big fleets should drop a lot of loots. It's just that DPL ships are in general very easy to kill, and that fact makes the boss fights much easier than a fight against fleets made of other ships of similar sizes.

For the DPL ships, they all are really supposed to be glass cannons. If you make a random fleet out of their ships, most of the time it's not gonna work at all. Everyone would die very quickly. And most of their ships are never 'generally good', none of their ships are actually powerful in their DP level. So you really have to think carefully if you want to build a good fleet using their ships, it's like forming a band of all different performers. But once you get a good fleet composition, you'll get the fun part of playing glass cannons with all sorts of different gadgets.

For the weapons, thanks to your advices! That gives me a good amount of hints on how to adjust their values. Indeed the Lightning Projector is way too OP, so I'll nerf its range and damage. For the OP cost, I think you refer to the Phase Charge Lance, that costs 26 OP, and Lightning Projector costs 30 OP. Nonetheless, all their OP will be adjusted to 30 as well. And for the 'mote' weapon, I think that's 'Song of Time', and I agree that its current state is more or less unreasonable. What I plan to do is that I'll increase its usual damage from 1000 to 3000, nerf its real damage from 300% to 100%, and nerf its shield piercing ability so that the shield piercing arcs only cause 25% of its damage. For the hullmods, the Logistic Center is still under dynamical change stage, and I agree that increasing its OP cost is reasonable.

I will add you to the appreciation list.

I'm just halfway through the story?!! Jesus Christ! Now that legitimately impresses me.
So the bosses are supposed to drop 18k supplies, 40k metals and such? If I'm being honest, that's a tad bit ridiculous... Cause even defeating that huge wave of invasion fleets and contributing 48% to the total damage, I only got like 1k supplies. But the boss ships alone are the ones that ramp up the drops to those ridiculous levels.
Well... honestly? Not gonna complain. I'm definitely gonna do this story quest every playthrough just for those free supplies. :3
And not gonna lie, I really like the idea of boss fights being more like puzzles.
The balance changes sound good! I appreciate the quick and receptive response.
Could I add you in discord? I would really like to tell you more of my thoughts as I go on my playthrough!

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Modding / Nomadic Survival Addon - Wonders from Beyond (V1.0.2)
« on: October 11, 2024, 09:11:42 PM »
REQUIRES NOMADIC SURVIVAL / PERILIOUS EXPANSE
https://fractalsoftworks.com/forum/index.php?topic=26255.0

Wonders From Beyond is an addon mod that adds 25+ New Plantetary Operations, all of which are very profitable. They encourage a play style where hauling all sorts of resources is rewarded. That 4k heavy machinery you have collected over time from battles? Or those 40k metals lying around in your storage? Or hey, look, Cruor is selling transplutonic ores at half the price due to an excess! You can now put all those resources to profitable use if you have found the right planetary operations.



(Requires A New Save to Generate the New Operations)

This mod was made mainly for those who want to roleplay a more 'peaceful' playthrough centered around exploration and mining. While Nomadic Survival adds a couple of new ways to make some side hustle at the early game, Wonders from Beyond aims to add gigantic operations that WILL require a massive cargo fleet full of Atlas-es, for the captains who want to make serious money. Some of special operations will offer as much as 40,000 Ore to be extracted, and it's up to you to make the best use of it. With how much (potential) profit you can make, you may as well take the 'Survival' part of Nomadic away.

Forge Production and/or Nijigen Extend is reccomended with this mod. It is way more profitable to turn your fleet into a mobile factory than to buy them from markets. Pair it with Nexerelin for the mining function, and you will be living the greatest miner's dream.

Asides from commodities, this mod also adds operations to acquire a couple of nice items that no doubt a space captain looking to expand his empire will appreciate...
Spoiler

There is something far more impressive than an Alpha Core somewhere, waiting to be awakened... There is a price, but the power it promises is worth it.
[close]

UPDATE V1.0.2. - 3 NEW COMMODITIES + FUTURE PLANS
Spoiler

There are now 3 new custom commodities added into the game, and 9 New Operations to get them.
Currently only available through certain planetary operations. For now, they work the same way as nomadic survival's research data works: You can sell them anywhere at base (full) price.
While these commodities are currently a little boring, I intend to make industries in the future that will require supply and demand, and make trade of these goods a lot more dynamic.
But for now, their function remains as something rather humble. I hope you enjoy!
To be honest, I just wanted to add my pixel art to the game.
[close]

This is my first mod, so if you encounter anything if you find strange, or have any cool ideas to share for new planet ops, then please do tell!

CHANGELOG
Spoiler
V1.0.2 - Save Compatible from V1.0.1, requires new save to generate new operations
-Added 3 New Commodities: Panacea Produce, Catalytic Ore and Phase Crystals. Currently, they do nothing, but can always be sold at any market at full base price.
-Added 9 New Planetary Operations to get said commodities.


V1.0.1 - May not be save compatible, requires new save to generate new operations
-Added 2 New Operations: One for a replenishable source of profitable ores, and another for organics.
-Adjusted the descriptions of every operation to be easier to read.
-Most operations that yield a high number of low cost materials (such as ores) are now more profitable. The idea being that things that take lots of cargo space should be more valuable.
-Operations that require crew now require less crew
-Adjusted the values of most operations. Overall made them more profitable.
-Rampant AI Core and Flesh Caverns give less of their resources when destroyed.
-The Alchemist is now more profitable. You can also kill him now. For no particularly good reason.
-Increased the maximum number of operations with an 'limited abundance' of resources that can spawn. Also made them more profitable.
[close]

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Mods / Re: [0.97a-RC11] Domain Phase Lab
« on: October 11, 2024, 08:05:38 PM »
Hello! I'm the person you reccomended your mod from reddit. Although I haven't thoroughly played the mod yet, I wanted to share my thoughts so far.
First of all, I must admit, I really underestimated this mod. The forum post only shows a lot of ships that are just straight-up pallete swaps of vanilla ships, which gave me a really bad impression. But I'm glad to know that playing the mod, I can say that there were plenty of original cool ship designs. And the mod is so much more than that, too. But I really gotta say, you should showcase a bit more of the mod, be it with some more images or a video. That single image doesn't do it justice. Many people like me are gonna see this mod, and click away because it didnt seem unique. (I will admit I checked this mod out prior twice too).

I still haven't finished the story yet, I'm currently at the quest where I had to go to the black hole in the abyss, but if I had to guess, I'm really close to the end. I like the ambition of the mod and the number of boss fights, but both boss fights against that megalomaniac dude were a complete joke. Like, it didn't take me more than 10 seconds to defeat the flagship. But I'm not complaining, because it is comically fitting, considering how pathetic this dude actually is. The boss in the blackhole system was actually quite tough though.

For the story and characters, I was really surprised at the length and detail. It's not just simply 'take a tough bounty and claim ship', it really did feel like a storyline of its own, rather than a means of getting to another point. While I'm not an avid reader, I'm enjoying myself so far, and I like the old man that you meet in the fight against the four OMEGA Doritos. It was really cool how you meet him in the invasion quest again, feels like an old comrade joining you to repay a favor. Overall, great storyline so far.
(On a side note, I don't know if this is a bug or not, but the boss fights drop an absolutely ridiculous amount of supplies, metals, machinery and credits. I don't know if its cause it scales with my fleet's cargo capacity, which was 100k, but I literally got 18k supplies, 4k heavy machinery, 40k metals and 1m credits from the battle salvage.)

I haven't tested much of the ships yet, except for the extremely early game, when I bought the ship that's similar to the Aurora, trying to fit a classic safety overrides build. I must say it was miserable--- The shields were okay, but as soon as a Kite so much as sneezed on my general direction, the ship would blow up. It is so incredibly fragile. And I'm guessing this is kind of a trend for most of the other ships, too. Still, about 4k hull on a cruiser... damn.
Asides from that, the ship with the super laser capable of obliterating everything is super broken. But there's so many ridiculous drawbacks to it, that I consider it balanced in the end, and I wouldnt judge any player for using it. If anything, I'd praise them for bearing to use something so slow. Didn't try the other ships, but they seem fine and balanced to me, due to their high DP costs.

For the weapons, I am also a huge fan of lightning and fast but heavy hitting projectiles, but I must say that there are two weapons that stood out to me. First, the Lightning Projector. It's way too busted. It's literally on the same tier as the OMEGA Weapon that launches those red EMP arcs, and for cheaper DP, and it also deals actual damage. The fact that it can penetrate shields and arc to engines makes literally any 1v1 a joke.
The other weapon is one of the story weapons you get. I'm bad remembering names, but it's the one that fires a mote that destroys the enemy's hull and armor over time. This thing is far more overpowered, because it pierces shields, and the enemy can't do anything about it. Once they get hit by the projectile, they WILL die. The other story weapons are also very strong, but this one is just unfair. I really suggest you tone it down the effects of shield-piercing weapons so that they're only 1/4th as effective if they pierced shields, or make them work similar to a tachyon lance (pierce only happens at high flux).

Lastly, the hullmods seem ridiculously powerful... But in particular, the Logistics mod that decreases the DP cost is the kind of delicate effect that can really break the game's balance. I personally really discourage this kind of thing, because you can put it in literally any ship. One suggestion is to make it cost much twice the OP, and to add drawbacks to it that reduces the ship's damage/resistance/etc. That way, the hullmod won't be as strong, but still very useful for carriers who don't engage in battle directly, or ships that fit a very specific niche (Like Omens, Monitors, Afflictors).

Overall, this mod is really great, and I can't wait to play more with it. Definitely a mod I'm including in all my future playthroughs. It's earned its place among my top ones, like the UAF and Lost Sector. Thank you for the reccomendation! I really have found gold in what I thought was a copper vein.  :D

5
Mods / Re: [0.97a] Random Assortment of Things
« on: October 08, 2024, 01:27:32 PM »
Hello.
It seems that the bug that causes severe lag with the special A.I. Cores on any dialogue screen isn't fixed. It's still there. Again, I would like to mention this is much more noticeable when fast mode is toggled on.

Just released another patch with a bunch of potential performance improvements, could you try it? I couldnt really replicate the lag on my side, but i tried reducing any potential source of it atleast.

Hello. Sorry for the delay. I can confirm that it has indeed been fixed :)
Thank you very much for your work and patience!

6
Mods / Re: [0.97a] Random Assortment of Things
« on: October 03, 2024, 11:33:45 AM »
Hello.
It seems that the bug that causes severe lag with the special A.I. Cores on any dialogue screen isn't fixed. It's still there. Again, I would like to mention this is much more noticeable when fast mode is toggled on.

7
Mods / Re: [0.97a] Random Assortment of Things
« on: September 15, 2024, 12:46:46 PM »
Bug Report:
It seems that having any of RAT's AI cores in your inventory causes severe lag (at least on my end) whenever entering an interaction screen (going into a market, talking to a contact, going into a bar, surverying a planet, etc). The lag clears up whenever you go to the trading screen, but upon re-entry, the game stutters again.
This lag is tremendously amplified by playing with speed up.
The more types of different A.I. cores there are in inventory (Chronos, Cosmos, Seraph, Exo-processor and Neural), the more the lag stacks up. (Having multiple copies of the same AI core doesn't seem to be an issue, it only gets worse for each unique type of core you have in inventory)
It doesn't cause any lag if the items are installed inside ships, or put in storage.
It seems that the issue only derive from these AI Cores, I tested it with other special items through commands. Perhaps due to the fact that these A.I. cores have an illustrated description?

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