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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - Harmful Mechanic

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Mods / Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
« on: September 19, 2021, 03:04:25 PM »
Will they keep the white theme and fairly rounded feel? Always loved how distinct and "spacecraft-like" it made them.

Don't mess with success.

I'm thinking I'll do more curves, more integrated surfaces, and bring things down to something a bit more like the white sections of the Mallory or Kant.

Mods / Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
« on: September 18, 2021, 07:24:40 PM »
Thanks. Making good sidegrades to vanilla weapons is my jam, and improving their soft qualities is big part of that.

You'll be pleased to know that the DME art rework is planned to basically resurface everything to look more like Magellan ships do now, but with their own set of aesthetic flourishes.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: September 17, 2021, 09:30:34 PM »
Really good, actually. A little busy is all.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: September 17, 2021, 03:21:43 PM »
Attempts to bully me have a way of backfiring. The only way I would have done a fast update is if I decided not to keep developing the mod, and just maintained it as-is. New content means a longer development cycle.
As someone who looks at the code of all un-updated mods i can confirm that this is a nightmare.
The actual compatibility update took about two days. The problem was that the guts of the mod had been spread out on the lawn for a long time, and the actual content was in no shape to be released. That's been most of the delay; Magellan stuff was mostly not a delaying factor (if I'd prioritized DME, all that means is you *might* have a barebones DME update by now, but no Magellans at all), since the content was mostly ready to go.

Mods / Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
« on: September 17, 2021, 03:19:02 PM »
Edgar, Porey, Sung, Keu, Mazian... No Mallory? ;)

You just missed me talking about the Mallory two posts up.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: September 17, 2021, 03:15:07 PM »
i figure it has already been answered but i am too lazy to look thru the 93 pages
The majority of my posts in this thread since the update have been answers to that question. So, yeah, very lazy.
will there be an update for 0.95a?
There will be an 'interim' update that I'm hoping to get out at the end of this month/early next month that I'm going to put up on the Unofficial Discord for testing. It's going to be a stripped-down, minimal set of changes for 0.95a.

At some point after that, I'm going to refresh the art a bit across the board (nothing too crazy, just applying a bunch of lessons learned and fixing some longstanding issues). That's going to be such a massive undertaking I decided that holding an update for it was a bad idea. Then it'll have a proper release here with new features.
Can't wait until SS v1.0 comes out so we can bully HM again into updating this mod again :3
Attempts to bully me have a way of backfiring. The only way I would have done a fast update is if I decided not to keep developing the mod, and just maintained it as-is. New content means a longer development cycle.

Mods / Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
« on: September 11, 2021, 11:01:26 PM »
Very much not going to do that, no. I think it's bad design for the ship, and it conflicts with the faction's overall design. There's already a cruiser with that same niche; the Mallory.

Suggestions / Re: Add the Rugged Construction hullmod to explorarium drones.
« on: September 10, 2021, 02:00:22 PM »
Yeah, I think this would be a really good idea, actually. Makes them a little more practical as well as funny.

Mods / Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
« on: September 07, 2021, 01:41:07 PM »
Dear Harmful, your mod is one of core in my mod set, its solid and estetically pleasing, this is GOOD work.
Thanks. It benefits a lot from having made all my newbie mistakes in advance. I'm working on a minor update as well.

1) do you have plans to make Levelers a sort of pirate faction with bases, they own line of Magelan's cruisers and line ships?
Yes/sort of. The plan is... okay, I've been holding my cards close to my vest, because there's no guarantee I'll get to do this exactly, but here's what I had in mind:

- Levellers start out as technophilic Pathers. They have radically tweaked Magellan ships, but not large or especially powerful ones, and they're easy to deal with.
- In the course of my planned mission content, they're going to get more stuff, and more advanced stuff, including a mobile station/mothership that'll spawn semi-randomly.
- They're not really going to have a full faction's worth of ships, but they might get one more skin on top of what's already there + their advanced unique ships.
- All this stuff, including the mobile station/mothership, will be given to the player for their use, sooner or later, in blueprint form.

They have about four more hulls coming for sure, but one of them is a module ship of substantial size and should probably count as 2-3 ships in terms of total workload. Anything beyond that is nice-to-have, bonus content.

2) Magelan subfactions, Blackcolars and red ships (forget name), they have some how active represention in your mod or its just remnants of old?
All the subfaction skins are included because they're planned to have some kind of active role in the missions I want to write for the faction. They're also just fun alt-takes on their base hulls.

Anything in the mod right now is intended to have an active presence in the world, at some point.

Mods / Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
« on: September 06, 2021, 07:45:21 PM »
Someone on Discord described them as 'low-tech ships with high-tech movement systems', and I'd say that's exactly the intended balance, because for me the happy zone of Starsector design is midline; ships capable of playing brick against high-tech, and playing zoom-and-boom against low-tech.

There are also a number of ships that tilt further in either direction, of course, and ship skins that change the calculus yet again, and not always in the expected direction.

Probably the single biggest thing that seems to trip experienced players up in 0.95a is not being able to build in Hardened Shields, which is hopefully kinda counterbalanced by the greater durability of their weapons and engines. Armor tanking is less painful on Magellan ships than it is on vanilla low-tech thanks to that, and they benefit more from hullmods like Solar Shielding or Resistant Flux Conduits as well.

Modding / Re: nutella jar rebalance mod
« on: August 29, 2021, 07:36:41 PM »

General Discussion / Re: About large Gauss guns
« on: August 26, 2021, 03:18:46 PM »
Picking one weapon out of the 'high-end Kinetic ballistic' lineup to have generous EMP vs. some EMP on all of them is a smart way of having your cake (EMP on a ballistic weapon) and eating it too (not having EMP/Kinetic stunlock from spamming any one of the elite Kinetic ballistics), so I assume that's what Alex had in mind.

It's the same logic behind there being no 1000-range medium-slot beam weapon doing Energy damage, and having instead the Grav Beam in the med slot and the HIL for the large; it creates an interesting breakpoint where you have to combine weapons to do both shield and armor damage vs. both weapons doing Energy damage.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: August 23, 2021, 04:08:00 PM »
Yeah… it’s been enough of a slog that I’m doing an interim update with only light graphical revisions, since otherwise I have no idea when I’d get it done. So far I’ve made alterations to nearly every weapon in the mod, and most of the ships - hopefully it’s a more fun as well as a more balanced mod with all the changes.

Suggestions / Re: Poop industry and Specialized planets.
« on: August 14, 2021, 05:43:38 AM »
I'm in favor of this just to get a poop commodity icon.

C'mon, David, you know you want to.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: August 02, 2021, 06:34:25 PM »
I was wondering when using this mod with Nexerelin do the Blade Breakers spawn in random constellations?
There shouldn't be anything interfering with that. But I'm still a ways out from doing an exhaustive check of all my incidental campaign content (and right now, I'm inclined to think of the current theme generator as incidental, or at least temporary; turn it on if you want an easier time finding their non-unique loot, not because you need to).

Thanks for all the work you are doing mate and I do hope that this one does get finished up at some point but it doesn't need to be any time soon.
Thanks. I'm still working on it, no plans to abandon it; just been busy with non-modding work as well, lots to do, and I'd like to do it right.

Since you seem to be burning at a slow pace from what I can guess is, running with minimal fumes and tired of having to feel inclined to work on this because people keep wiping out the "This mod is a required on my ss session" when I mean I do my modded hell just fine. For all intensive purposes you don't need to crash and burn on such a big project.
I'm actually doing okay on that score; there's just a lot to do, and a lot of it all has to be done together. Part of the reason the mod is up on blocks at the moment is to make the big, messy changes that needed to be made.

As far as the rest goes, I'm frankly astonished so many people valued the mod in the first place. It's always been kind of an experimental mess.

If you're open to it I'm a sort of amatur writer so if you need some fluffy fluff content written down and made into a nice little exposition log that you don't want to make up on the go I'd love to give a hand to that.
Appreciate the offer, but at this point, wrangling other people is more work than it's worth unless it's for very specific and involved scripting tasks.

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