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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - th3boodlebot

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1
Blog Posts / Re: Colony Management
« on: June 01, 2021, 08:42:14 AM »
.....second ai uprising

2
Blog Posts / Re: A Tale of Two Tech Levels
« on: June 01, 2021, 08:28:05 AM »
very cool!  i love the changes to burn drive (it always annoyed me i couldnt stop) and the addition of the tempest system is GOLD.  i love the idea of putting unique systems wherever applicable

3
Mods / Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
« on: May 28, 2021, 05:37:46 AM »
I think you should make two swords: a stab sword that's kinetic (maybe a spear?) And a slashing sword that is high explosive.

4
This thing called FSF looks mechanically intriguing: https://www.fossic.org/forum.php?mod=viewthread&tid=1779&extra=page%3D1%26filter%3Dsortid%26sortid%3D1

I don't speak Chinese unfortunately, but I'd be willing to help test and proofread the English at least.
I'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.
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


thats a shame i would love to playtest and having even a broken translation (im very good at english.  the type of good most native speakers arent) would be great as i can pretty well decipher it

not trying to push you!  just saying im excited!

if you have a friend who could do rough translations (so you can focus on content) i would love to playtest

5
Modding / Re: Faction Specific hullmods for vanilla
« on: May 26, 2021, 05:02:49 PM »
really looking forward to this

hope you gewt it worked out with OP

6
Modding / Re: Why do most mods have to make the game easier?
« on: May 26, 2021, 12:56:34 PM »
really enjoying the ideas being thrown around.

7
you betcha!

and remember: The Invincible Omni EyeBolt is always watching  ;)

.....courtesy of 6Chad.Noirlee9



Have a great day!

8
Mods / Re: [0.9.5.XX] Battlefleets of the Gothic Sector
« on: May 22, 2021, 07:15:47 AM »
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.


you are an absolute GOAT!!!!!

9
i have a similar issue, im perfecting my ss build for the playthrough so i havent really gotten to ACTUALLY PLAY the game in weeks, other than some very short playtesting and making sure my recording setup functions properly

from what i have done so far (keep in mind i only tested the original upload, so i dont know about it since your changes)  they are just fine and not OP at all [now i didnt test every weapon, just the two biggest ship and the missile destroyer/ it has a single large hybrid(?)]  and SOME of the weapons: in particular the small laser cannon and the medium flak (I F***ING LOVE THAT FLAK GUN AND THE LASERS ARE GOOD TOO, however, not sure that the twin laser should have built in pd capability.  being that it is a main damage dealer i found myself somewhat annoyed that it wasnt focusing fire on ships)

i would say they are just fine and will fit in PERFECTLY in the modiverse (please remember i essentially have every mod from the community enabled.  no, i am not kidding)

there are A LOT of ships in the modiverse that provide PLENTY of challenge for your ships.

a good example would be pulse industry that just dropped an update for 95: they have a super capital ship that is essentially a mobile station

speaking of mobile stations there was a mod for .91 that literally just made stations pilotable (top speed with boost is 60; on average they move more like 5 su so its perfectly fine. i really hope that mod doesnt die. i would love to have a mobile star fortress fleet that functions as a colony on the move)
well, thats not entirely true that creator did more than that there were also some cool variations

anyway in my opinion i wouldnt nerf them at all.  there are PLENTY of mods that far outclass your ships on a ship by ship basis, even though they are quite powerful.

HOWEVER they are definitely onpar or perhaps better in many cases than the most powerful vanilla ships, just at a glance anyway i havent done in depth testing.


NOW that that is out of the way, PLEASE DONT NERF MY BADASS SPACE BATTLESHIPS!!!!!!! lmfao thats my opinion.

10
Modding / Re: [0.95a-RC15] Stardust Merchant Coalition
« on: May 22, 2021, 04:49:22 AM »
very cool and OMG ANOTHER MOBILE SUIT THANK YOU

11
Modding / Re: Why do most mods have to make the game easier?
« on: May 22, 2021, 04:34:39 AM »
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.




yea and IIRC the only way back then was to just do a total conversion, which isnt really a QUEST mod as much as it is a world changing, grand narrative altering mod

i remember back in .5~ there was an excellent total conversion that had onlythree factions in one really large solar system, two of which didnt use shields at aal (and were no less effective in that world for it)

12
Modding / Re: Why do most mods have to make the game easier?
« on: May 22, 2021, 04:28:52 AM »
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?


why dont you play nexereilin random sector custom scenario: derelict empire and choose pirates as your faction?

that should provide plenty of challenge

there is also a starfarer mode that ramps up the difficulty

13
thanks for the update!  I would love to see a couple more fighter planes in the nest update!

speaking of patreon hopefully in the next few months i will strike it rich so i can throw all of the modders a bone!

14
Mods / Re: [0.95a] Console Commands v2021.04.10
« on: May 22, 2021, 04:13:56 AM »
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 late
Spoiler
used 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]

list industries to find the industry id
removeindustry industryid

15
Mods / Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
« on: May 21, 2021, 06:52:57 PM »
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.




SUPER stoked to see some more mechs to fool with!

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