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Blog Posts / Re: Colony Management
« on: June 01, 2021, 08:42:14 AM »
.....second ai uprising
Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)
This thing called FSF looks mechanically intriguing: https://www.fossic.org/forum.php?mod=viewthread&tid=1779&extra=page%3D1%26filter%3Dsortid%26sortid%3D1I'm afraid this mod is under rapid update now, so the author(me) can not release a English version until it is quite finished. Some sprites need to be reworked and some mechanisms need to be adjusted but I don't have a clear thought about how to change.
I don't speak Chinese unfortunately, but I'd be willing to help test and proofread the English at least.
Now I'm likely to update it per month or even per week, due to my immature ideas and some minor bug fixing as new modder
Hey bro, if you need any help with spriting, just pm me. I can help you make some. We can discuss style and design and stuff.
The more different options you have, the more fine-tuning you can perform. In vanilla, you can only choose between 450, 700 and 1000 range HE medium ballistics, meaning that you have to sacrifice something to be able to fire HE at a range of, say, 800, but many mods plug that hole, which decreases the trade-offs you have to do. Optimisation of loadouts is pretty important for combat performance.I guess my question is: why do most mods have to be just faction mods? Why don't we get more mods that involve questlines with their own challenges that ask the player to search for something or to overcome a high threat battle in order to get something or that give you special goodies only if you manage to become allied with both luddics and the hegemony?Did you know that Starsector didn't use to have any quests at all until 2018 and it didn't have any quests more advanced than simple fetch quests until 0.95 dropped two months ago? The reason why mods adding content add it in ways that are easy to access is because those ways are also easy for modders to implement. Quests used to be nearly impossible until 0.9 and are merely hard to make now.
Mods for most games are designed by and for diehard fans who have finished the vanilla and want more content. Naturally, since the target audience has probably already finished the vanilla, they're probably good enough at it, so that they'd expect modded content to introduce extra challenge. I can't help but wonder why it's not the case with starsector specifically: most mods add factions that bring more toys (ships/weapons) that make the player stronger, but they don't add any actual challenge to compensate for this.
Most faction mods introduce very passive/neutral factions that just provide more stuff for the player to buy.
Even mods that technically buff hostile factions (luddics/pirates) either buff them very little, or if they add any advanced pirate tech, the player always gets all the same and plus some more.
I can't help but feel that practically every mod that I have, gives me more tactical options and if it adds any challenges, they're always optional. The main challenges that I'm facing are almost all the same as vanilla: money, pirates, luddics, I just get more tools to deal with them from mods. Why don't mods routinely give more and better officers to the hostiles? Why don't they send hired assassins after me to reclaim the [redacted] bit of tech that I stole? Why don't they routinely make my life harder by raiding my colonies all the time?
is there a way to remove stellar shades from a planet? it's conflicting with a mod's function but i didn't realize it at the time until it was too lateSpoilerused a terraform mod to remove heat from a planet but it ended up conflicting with industrial evolution's rift generator because stellar shades prevent the device from working anymore[close]
Hello! I was wondering if the mod can be stapled into an already ongoing campaign or if I need a new campaign for it! I'm definetly playing with this bad boy!
Addendum: I was also wondering if you were planning to design/reskin some new mobile suits for the Luddic Church or even the Path.
Main concept would revolve around brutish firepower/ballistic&missile weapons/low mobility for Luddic Church, very aggressive playstile with missiles for path!
Oh, and all sorts of purity seals and the like stapled over them, Ordo Hereticus, Black Templars & Grey Knights from WH40K style.Spoiler[close]
It's save compatible, though it'll be a bit harder to get the gear. Normally, a planet on new game start is generated that exclusively sells the mod content. With an existing save, your options would be stealing/procuring them from indie/persean worlds with nex, very rarely come across them in their markets/fleets, or finding them through exploration as rare blueprints.
As for luddic mechs, i've been toying around with a few concepts but it'll probably be a bit before a make anything like that. It's definitely in the books as something I plan to do, though.