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Starsector 0.97a is out! (02/02/24)

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Messages - Cyan Leader

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1
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: February 20, 2024, 04:55:08 PM »
I would really like to have a better way to access the IBB bounties that isn't checking every bar in every market when I want to progress. How about an IBB contact that would give them out in order?

2
Is there a way to disable all the changes and just play with the added milestones? I want to at least try the new .97 balance first before going all in.

3
Blog Posts / Re: Skill Tweaks
« on: December 13, 2023, 07:09:56 AM »
As a player that has done pretty much every run with multiple combat skills and have also done "only one ship" type of challenges, I am extremely excited by these changes. Especially the ones that will impact the Nova, I really wanted to use it during the last patch but it was really crippled by the OP from the required hullmod. Good changes all around.

4
General Discussion / Re: This Forum's Stance on AI-Generated Content
« on: July 22, 2023, 05:43:55 PM »
AI tools just seem kinda lazy for me, when it comes to art. So I'm against them.

Why should this up to you and not up to the player deciding to download the mod or not?

The only rule I'd agree with is one that asks modders to put in the thread title that their mod uses AI generated imagery.

5
General Discussion / Re: This Forum's Stance on AI-Generated Content
« on: July 22, 2023, 05:24:49 AM »
I think the banning AI art, or any models that use the training of data that wasn't explicitly authorized, is a really bad idea for several reasons. I'll list them below.

For starters, if we follow that rule to the letter, should the translated Chinese mods be banned too? How about mods that translate Starsector into other languages? If the translators used DeepL or Google Translate then they would have used an AI that was developed using unauthorized text samples. Most machine translators are guilty of this. Speaking of the Chinese, I doubt that they will abide by these rules so their mods will get even harder for us to access and that's not something good for the western playerbase in my book.

I also have a bone to pick with the kitbashing analogy. If someone makes a mod that has, say, Homeworld inspired ships (like that old mod did), is that "kitbashing" just because it uses the same style? It's obviously not and that's basically what the AI model does. It's very similar to how humans develop our styles. We see things, we are inspired by things and then we make something new that originally was something else. Inspiration and learning on from samples is not the same as copying and pasting literal chunks, which is what kitbashing actually is.

Another problem you'll run into will be, well, the drama. Once this rule solidifies there will eventually be some accusations of people using AI art or whatnot. Bad actors will try claim generated content as their own and the moderation team will have their work cut out for them trying to prove what is AI art and what isn't.

Finally, I foresee the modding community becoming even more fractured than it already has become. There are the modders here, the unofficial Discord, the Chinese modders and their forums, Corvus, Nexus and those in anonymous image boards. The banning of some controversial mods has already caused some splits, but this? It's much bigger than anything that has been done before. It's very much possible that the central modding hub will move away from the forums completely and I'm not sure that will be beneficial to the game nor the community.

All in all, you should let the lawmakers do their jobs and not jump the gun on the issue. I fail to see why a "remove if requested" system wouldn't be inherently superior to causing all this strife.

6
I set the watchtower range to zero in the config files so they stopped firing. The defense fleet still respawns but my save isn't cursed anymore. Alternatively, if you're starting a new save you can disable them entirely from spawning when exploring but I think some faction mortar stations might still be an issue.

7
Modding / Re: Ship Browser 1.1
« on: June 05, 2023, 06:47:09 PM »
I like the AddHullMods commands to add hullmods similar to those that are built-in, but after some time (after a reload? not sure) the "permanent" hullmod becomes just a normal hullmod and pushes your ship over the regular OP limit.

Is there a way to fix this?

8
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.0
« on: June 05, 2023, 05:57:27 AM »
Thanks a bunch!

9
Mods / Re: [0.96a] Experimental Hull Modifications 0.7.3
« on: June 04, 2023, 05:36:27 AM »
Worst case scenario, I can add that mod as a hidden one, which you can unhide through the .csv

That would be amazing actually. If you'd be so kind, please do it.

10
General Discussion / Re: Alex Appreciation Thread
« on: June 04, 2023, 04:21:30 AM »
I once again pledge to buy the game again once it hits on Steam, it has been way to much value for a small purchase I did in the mid 2010s. I also know like 3 people who I will recommend to buy it once it hits there (they're waiting for 1.0/Steam even though I think the game has been worth the money for ages). I also expect to buy any and every expansion that may be eventually released.

11
Suggestions / Re: [UI] Starscape shouldn't be turned on by default
« on: June 04, 2023, 04:18:17 AM »
I'd be OK with some sort of merge as well.

12
Yup, having the same issue. They keep firing mortars, etc.

13
Suggestions / [UI] Starscape shouldn't be turned on by default
« on: June 03, 2023, 06:01:21 AM »
Let's look at an example with it on and off:



The right image (off) has information about the slipstreams, shows fleets and shows the position of deep hyperspace. The image on the left is... pretty? Well, it shows the different nebula which can be useful when looking for a bounty but that's about it. Don't get me wrong, I like the way starscape looks but I think the information from the other diagram should be readily available to new players which may not try to experiment with the toggles from that screen.

14
Mods / Re: [0.96a] Experimental Hull Modifications 0.7.3
« on: June 01, 2023, 06:59:48 PM »
I was thinking of creating a personal mod to do something like use 10/15/15/20 OP to get a slot point. Looking at the mod files though it seems most of it the logic is done from inside the jar? Do you think this is something that could be easily done by just some csv editing?

15
So here's a typical example, I just fought some ships and I want to know what's the status of my fleet. The UI tells me this.



Hmm.., 48% readiness? Maybe I can fight another nearby derelict. Let's check each ship's actual status though.



Oh, that's not good at all. Due to the average that number was much higher than I expected! So, I think that if the player ship or an officer'd ship is in the yellow, there should be an indication in the campaign UI. Maybe a flashing yellow dot in the CR bar? That would make it clear and also show to new players that engaging an enemy now is a bad idea.

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