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Messages - chaincat

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1
Mods / Re: [0.96a] Volkov Industrial Conglomerate 1.6.0
« on: November 22, 2023, 06:39:00 PM »
The return of the King

2
Hi! I'm starting to get the urge to play starsector again, and I usually use an OC as my captain. Trouble, though, the portrait I use wasn't exactly made for Starsector, and sticks out like a sore thumb. So I thought it high time to change that. It doesn't need to be a perfect match, but at least close enough to not stick out too much. Something in a similar vein to UAF portraits would be nice, and also about as far removed from the vanilla style as I'd be willing to go. I'm not exactly on a budget, but I would hope since it's essentially just a bust, it won't be too expensive.

3
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« on: July 28, 2021, 05:50:51 AM »
Bug report for the current version: Sometimes after using flux rapture, all of the Oriax's guns will stop working, and the shield will start flickering, and you will be unable to redeploy it if you drop it. You will also have infinite flux. This bug does not persist between combat encounters.

4
Lore, Fan Media & Fiction / Project CHIMERA
« on: July 07, 2021, 09:08:19 PM »
Project CHIMERA
Continue
Humanity's
Induced
Macro
Evolution
Rapidly (and)
Aggressively

K. Monsanch, M. Yourphylo, and R. Zavaleta

Abstract: Project CHIMERA aims to induce rapid and extreme mutations, and thus evolution, within an individual about to be born by introducing genetic code of animals. Foxes have been selected for preliminary trials due to their distinctive, somewhat useful, and marketable traits, and lack of inherent aggression toward humans. With the maturation of subject no. 6154388, "Jun," and the creation of the Homo Vulpes species, or "Kitsune," the project was deemed a success, and experimentation with more useful traits, such as a Starfish's regenerative properties or a bird of prey's eyesight, is pending approval.

----

Introduction

For millennia before the collapse, Humanity (Homo Sapiens) have remained largely stagnant. Fossil records show that the biology of humans has remained largely the same since well before written history.

Project CHIMERA aims to rectify this, and induce rapid and extreme evolution within individuals in a single generation who will not only possess new traits for life without genetic modifications, henceforth referred to as "genemods," but be able to breed with themselves and other humans, passing on these traits, creating a new, distinct, possibly greater species of human. Experimentation has been approved by the board of directors with a limit of 20 cycles to complete, and a maximum casualty limit of 10,000.

As this is a new field of genetic research, Foxes have been selected due to their distinctive and useful traits, in addition to their nonviolent disposition toward humans. A successful subject is projected to exhibit the ears and tail of a fox, as well as a flighty disposition toward strangers.

---

Methods


A Zygote is to be removed surgically from a woman and injected with a phage that will insert the genes for a Fox's tail and ears

Method proved fruitless, mother experienced a miscarriage 98% of the time, remaining 2% experienced normal births, or the child dissolved shortly after birth due to unstable genetics. All participants executed, and hospitals bribed.

An egg surgically removed from a donor parent is injected with a phage that inserts the genes for a fox's tail and ears, then the DNA is stabilized with VIC genetic technology and the egg is fertilized, and the zygote is grown into a fetus in a vat

Method unsuccessful, egg rendered infertile. Donors assassinated.

Samples of sperm are flooded with phages that insert the genes for a fox's tail and ears. DNA is stabilized and then introduced to a donor egg, resultant zygote is grown into a fetus in a vat
Method unsuccessful, sperm rendered sterile. Donors assassinated.

[REDACTED]
Method unsuccessful, zygote dissolves before reaching fetus stage. "Donors" executed.

[REDACTED]
Method successful at 0.0001% success rate, zygote developed into a fetus and entered incubation. Fetuses and infants tended to dissolved due to unstable DNA. Donors terminated.
Spoiler
hidden within the source code is a note: "I can't believe we had to resort to asking one of those things. The board will have our heads if they found out an Alpha was involved. Still, we've come so far, people are starting to notice, and we refuse to give up!"
[close]

---

Results

One (1) Male was able to mature, exhibiting fox ears and tail. Otherwise behaves like a normal, albeit timid human. Subject will be observed throughout their life. Fertility tests show that subject is able to fertilize an egg of a normal human, and the resultant zygote will have the genes for fox ears and tail 100% of the time. The new species was dubbed "Homo Vulpes" scientifically, and "Kitsune" colloquially after a fox-human creature in certain ancient mythologies, and the subject was named "Jun" at the donor's request.

---

Discussion

Project CHIMERA shows that it is in fact possible to induce evolution by introducing animal DNA with the right methodology. Members of the team have mentioned the potential of other hybrid species from ancient mythologies, such as Centaurs and Cat girls, all of which should be possible through Project CHIMERA, and even more, and all the benefits they will bring to the sector, not needing to use expensive genemods and undergo maintenance. The board is pleased with these results, albeit lukewarm with the creation of Homo Vulpes, stretching the limits of what they believe to be an acceptable evolution. With hope, they will see the light of Project CHIMERA, and new species of human-animal hybrids will spread throughout the sector within just a few generations.

---

Kelly Monsanch, Maria Yourphylo, and Richard Zavaleta, along with other scientists and workers were found dead months later. Jun was raised in secrecy until adulthood whereupon he was admitted into the VIC navy at the lowest commissioned rank. Where the sector will take this young Kitsune, only time will tell.

Spoiler
Hi everyone! This is my first time writing lore for a character. I've been playing the game since we were just in Corvus, Exerelin was a thing, and the game was still called Starfarer, and between the progress Alex has been making and the amazing mods and extended universe, I've been having a blast getting back into the game. Genemodding and transhumanism is a really interesting direction for sci-fi and fascinating field of real life research, though far from anything we explored here. My character is a fox boy, and VIC presented an opportunity to fit him into the lore. I play with Nex super ship starts so I was trying to think, why is my character special? Why is an inexperienced lieutenant starting with a powerful ship? So I thought, maybe he was the first of a sketchy experiment to make genemods permanent and truly evolve the species. I tried to write this as a sort of scientific article, but I don't have a lot of Biology jargon under my belt to stretch it out really long. Hopefully it's still readable like this? Of course, Project CHIMERA strays pretty far from VIC's philosophy, so the researchers all wound up dead. Thanks to Astarat and PureTilt for making VIC, Alex for making such a great game, and you for reading my rambling this far! If people want, I might start posting AARs of this campaign, too. Hope you enjoyed! Furthermore, I am of the opinion that Jangala must be destroyed.
[close]

5
Mods / Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.0
« on: June 30, 2021, 01:58:23 PM »
Do you think we could see phase colossus to go with the phase phaeton? A stealthy cargo ship would lose a fair bit of functionality to accommodate the phase coils, but it would be a boon for phase explorers trying to avoid [REDACTED] and [MOD REDACTED] while salvaging and exploring, and also a boon for smugglers trying to get AI cores contraband past the Hegemony
As Deshara mentions, the vanilla Revenant is already a great phase cargo ship at Cruiser size; the No Such Org faction uses Revenants heavily for their own mass cargo transport (and sell the hull fairly commonly). For the specifically smuggler use, the Barrow is a destroyer sized hull with shielded cargo holds and decent storage size, it's meant to be a stepping stone to the Revenant or a smuggler darling.

Is there something that you're still missing that those two ships cannot provide?
I guess not particularly. Just, the Revenant is very pretty resource intensive (compared to other haulers, at least) even with efficiency overhaul and exploration refit, and it flatly replaces the Pyre once you're doing larger scale smuggling or have larger cargo demands, since they have the same fuel capacity. Since you need so many revenants to meet larger cargo demands, though, you wind up with way more fuel capacity than you actually need, and the Barrow simply doesn't fill the niche due to its supply use relative to its cargo capacity compared to the revenant. Maybe a hauler with like 12 supply use and 500 cargo would be a good intermediary? Or maybe more cargo since it wouldn't be carrying as much fuel as a revenant? Or I guess it doesn't matter and we'll just keep using the revenant.

6
Mods / Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.0
« on: June 30, 2021, 01:36:41 AM »
Do you think we could see phase colossus to go with the phase phaeton? A stealthy cargo ship would lose a fair bit of functionality to accommodate the phase coils, but it would be a boon for phase explorers trying to avoid [REDACTED] and [MOD REDACTED] while salvaging and exploring, and also a boon for smugglers trying to get AI cores contraband past the Hegemony

7
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: March 14, 2021, 12:39:57 PM »
Not to pressure or rush the update, but do we have a rough eta when the next patch will roll out? I was thinking of starting up a new save over spring break, but it'd be a bit of a downer to start a save and have to trash it if the next version rolls out in like a few days

8
Could be your power options maybe? Make sure you're on max performance. And plugged in on a laptop. That should cause problems with other games too though.
Always plugged in, max performance.

9
SS doesn't run from the starsector.exe file; it runs from the java.exe file. The first one is just the launcher. Said java exe is here: "..\Fractal Softworks\Starsector\jre\bin\java.exe"
I made sure to set both to run through my Nvidia. Funnily enough though, it doesn't seem to matter what I set the java exe to, just the launcher. Telling the launcher what to use seems to carry over to the java exe.

10
Specs:

Windows 10 64 bit
Intel Core i7-6700HQ CPU @ 2.60 GHz
16 GB RAM installed
NVIDIA GeForce GTX 1070

Whenever I launch the game using my Nvidia, I'm looking at 90% idle and 15 FPS. With my integrated (intel hd 530 I think) I get ~43% idle on average and 63 fps. This is with no mods. Can someone explain what's happening or help walk me through figuring it out? Is it actually swapped for some reason? Is my Nvidia not running at sufficient capacity for some reason?

11
Blog Posts / Re: On Trade Design
« on: March 21, 2014, 11:19:29 PM »
to think this game has been in development for nearly 4 years now. It's pretty awesome how far this game has come from it's early stages that was a simple system of fight loot sell buy better stuff repeat to now character development and management of your fleet and now an actual economy. I just love watching this game grow and blossom into hopefully something amazing

12
you would think he'd have a backup of a working version in such an event. i had the mod for a while then uninstalled it then i come back and no download link. anyway, thanks for that.

13
uh bit of a problem, i cant seem to find a download link

14
Mods / crash and bug :(
« on: April 19, 2013, 06:28:09 PM »
I keep getting some bugs. after an encounter, sometimes the screen goes white (space and fleet circles at least, the ships themselves are still visible) and that stays into battles making combat near impossible forcing me to reboot. also upon entering battle sometimes the game gives me a null crash if I've been playing for about half an hour. both of these problems have been consistent around the 30 minute mark of play time in one session. can you look into this or can someone tell me how to fix this? I'm only running this mod and the required mod

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