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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 - Snrasha

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Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: July 13, 2021, 12:35:32 PM »
Oh. Ok (
Wuh ? What ?

Thanks, the mothership feels like a much more balanced threat now. The only was I was able to kill it previously was by abusing some really broken EMP Artillery weapon from the hiigaran faction mod that disabled all its weapons through its shield, now I can take it on without cheesing it and it feels more in line with the tier 3 battlestations. Also the shield effect is very aesthetic.
Yeah, but the "poor" version seems to be more dangerous than the "proper" version and i will need to rebalance that. They can be always a big threat anyways.

Thank for the shield effect, do not seems to be problematic for the player eye too.

Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: July 12, 2021, 08:51:06 AM »
When can we expect the last two motherships to shop up?

What ? I do not understand.

When can we expect the last two motherships to shop up?
I loved these modular ships and it would be great to bring massive reallocation of property in the Persian Sector on them.
It seems to me that they are very close in concept to Lainstate's modular juggernauts - and are well into 180-200 points.

That too.

Modding / Re: Yunru's DevMods
« on: July 06, 2021, 09:59:04 AM »
if anyone can work out why the graphics don't show, please tell me.

Hi, i have edited your image and exported them to .jpg with gimp and renamed the .png to .jpg on the hullmods.csv and this is working. For a weird reason, your png seems corrupt (because we can put png for hullmod)(if i export your png and overwrite your png, not working).

Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: July 04, 2021, 10:34:30 PM »
Version 1.2:

Is this safe to update during a playthrough?

On a different note, there sure is a lot of these guys. They seem to spawn in more systems that the Remnant (or maybe all their spawns are just closer to the core) and they produce fleets like crazy.
I encountered them very early in a system close-by with a medium beacon. Obviously I had to retreat but the system contains two valuable worlds so I came back later. I fought my way through their fleets for ages, killed at least a dozen of their capitals and went from level 8 to 14 just getting to their mothership. Of course said mothership turned out to be basically invincible so that system is useless to me now.
If that's a medium beacon I don't even want to know what I would have to face in a high danger system.

Safe for update during a playthrough. They have less system than the remnant but they can spawn anywhere and are not related to the quality of the starsystem. Mothership has be greatly nerfed, i have beat the two versions of Mothership with just 4 capitals.

Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: July 03, 2021, 09:38:06 AM »

Download here 1.2
Requires LazyLib,GraphicsLib,MagicLib
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work

Version 1.2:
-With Nexerelin, SAD will do remnant-like raid.
-Add the Sakura for Vayra and Gladiator Society
-Fix the endless battle faction on the Gladiator Society
-Increase topseed, maneuverability of Osiris, increase range, maintenance supplies and maximum burn.
-Add blueprint drop for cruiser destroyed.
-EMP damage added on every weapons CPEC. Reduce damage of the amount of emp damage added.
-Medium CEPC(S)  range down to 700 from 800. OP down to 10 from 14. Firerate increased but damage reduced. EMP damage added.
-Medium Polarizer(S) range reduced to 500 from 650, OP cost reduced to 8 from 14 and flux cost increased to 30 from 20
-Light CEPC(S) flux cost increased to 10 from 4
-CEPC(S) flux cost reduced to 60 from 90 and range reduced to 600 from 675.
-Rarity of drop are cancelled.
-Nerf of the two motherships where the
       main shield:
              efficiency has now 2 and 1.5 from 0.7
       secondary shield now 1 from 0.8
       flux dissipation of the weak one now 1000 from 1400. (the weak one is wrongly more dangerous than the second.)

Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: June 30, 2021, 10:44:46 PM »
I really love this mod, but I'm pretty sure the mothership is basically unkillable again. I've been throwing everything at it, savescumming to try different strategies, but I actually can't even do a single tick of damage to it. I watched it shred through an entire onslaught in about 4 seconds, I don't even know where to go from that point.

Weird, the main weapon has be nerfed. I will look at that.

Mods / Re: [0.95a] Pulse Industry
« on: June 24, 2021, 09:25:52 AM »
Download the mod v1.1b

For check update:
Version Checker

This small update is here for remove Minster of every Bounty fleet or combat fleet. It can appears, but now, found one will be really rare. It has be moved to civilian or personal fleet because well, this is not a fully combat ship.

-Remove the Minster of the fleet and move it to civilian and personal fleet.
-Nerf the shipsystem of the Minster to a 30 seconds reload and removed the 3 ammo.

Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: June 20, 2021, 12:50:39 PM »
Update the thread for a crash.

Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: June 20, 2021, 09:12:17 AM »

Download here 1.1c
Requires LazyLib,GraphicsLib,MagicLib
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work

Version 1.1:
-Update for 0.95
-Rename faction Sanguinary anarchist Defectors to Sanguinary Autonomist Defectors.
-Rename every prefix sanguinary_autonomist_defectors_ from SAD_
-Remove armor percing plugin for the niddhoggr weapon.
-Modify the medium polarizer.
-Big buff for Babi phase frigate.
-Rename niddhoggr to Osiris like this is a duplicate of the weapon
-Remove Balistic Atan from the pool.
-Modify descriptions.
-Modify Anuket fighter for be more efficient.

Version 1.1c:
-Fix a crash

General Discussion / Re: the #1 reason I don't play this game
« on: June 01, 2021, 02:09:53 AM »
Weird, because for my part, the AI work properly. A aggressive or reckless will never go 1 v 10, this is logic. But often i got some reckless ship which go very far of the battle for take 5/6 ships with him for than my battle is more easy.
Depends often of the ship too. A ship with low range weapon and a shipsystem for engage will be more aggressive but never if the ennemi got thunder wing and some rocket.
And i do not talk about fearless AI, they are very aggressive and ignore the danger.

Maybe Starsector lack of a wiki which explain what do each AI and what they will really do for some case. My Reckless Tempest will always focus on easy target or attack capital when i attack on the other side. Maybe they work less if you do not play with them. (Also i never give orders to them except when the battle is near the end and i need some focus)

I play Vanilla.

Modding / Re: Why do most mods have to make the game easier?
« on: May 25, 2021, 01:34:04 AM »
For my part about these thing:

Never balance your mod with the rarity of your weapon, ships... because there are many mods which add means to acquire these things.
ITU/DTC hullmod is a rare case displayed on vanilla. If mods do it, they are wrong because we have the proof with ITU/DTC hullmod (i do not need to explain).
But yeah, more mods, same if they add more weak versions of vanilla stuff, they are a bit different and can be often better.
And with the issue than some weapons from some mods are powerfull with ships from others mods ! Because modders often balance around theirstuff and vanilla only. But i diverge. Just more contents implies less difficulty.

I found the Knight Templar, the best example of what to do if you want a overcheated mod which add contents. You cannot get these blueprints, they hate you, these ships cost expensive to maintain (now we can compare with the automated skill), but you can often use their expensive weapon with some builds. And they are also fun to fight. What i love the most is than they auto-explode for keep people to steal their ships.

Also, i wish to point than for many developpers (what you can call "bad developper") so modders, without feedback of others, this is very hard to balance your mod, because your tests of your mod are biased.

For more contents, you need to install Nexerelin and mods which do not add only ships, weapon.

Mods / Re: [0.95a] Gladiator Society
« on: May 22, 2021, 11:37:54 AM »
I got an error when I selected my first bounty to fight.

Version 1.3 beta of the mod, Version 0.9.1a of Star Sector. I added the mod to an already existing campaign.

java.lang.NoSuchFieldError: ANY
java.lang.NoSuchFieldError: ANY
   at ficers(
   at com.fs.starfarer.api.impl.campaign.rulecmd.GladiatorSociety_GladiatorAvailable. spawnFleet(
   at com.fs.starfarer.api.impl.campaign.rulecmd.GladiatorSociety_GladiatorAvailable. accept(
   at com.fs.starfarer.api.impl.campaign.rulecmd.GladiatorSociety_GladiatorAvailable. execute(
   at com.fs.starfarer.campaign.rules.super.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules

The mod is for 0.95a, look at the title of the thread ^^.

Mods / Re: [0.95a] Gladiator Society
« on: May 22, 2021, 03:05:06 AM »

Download 1.3 beta
Can be added on a current save, but not removed and rarely updated too, this mod do not add any content except on your com relay

Version 1.3(beta):
-Update for latest Starsector
-Rebalance reward/power of each base bounty for be more balance.
-The amount of credits reward on endless has be reduced.

The mod than NOBODY expected or wanted is BACK. And it got free cookie to the com relay.

Description of the mod: Add (and ONLY ONE) a functionality on EVERY com relay. For fight customized bounty (OR NOT AH AH AH COOKIE) or Endless battle (Not really endless) where you can get a customized Paragon after a certain amount of round.

Fight for the blood, the queen pony or the cookie. Download Starsector.

Warning The mod has be updated fastly and can cause issue at the com relay, not issue found per the bloody administrator.
TIP The mod can be installed on a current save safely (not removed).

Mods / Re: [0.95a] Pulse Industry
« on: May 22, 2021, 01:54:58 AM »
Download the mod v1.1b

For check update:
Version Checker

Pulse Industry is a very small industry on Tri Tachyon Faction, the update increase the rarity of everything.
The Update of starsector seems to have fixed the issue with a infinite amount of Minster.
Every ships are technically better at everything, but are not so strong in battle.

-Update to latest version of starsector.
-Bignouf OP change to 45 (from 35)
-Bignouf synergy mount switch to missile mount.
-Increase the rarity of weapon.
-Down the chance of see Pulse Industry wings everywhere.

Bug Reports & Support / Re: Small Screen issue for skill tree
« on: May 15, 2021, 12:41:50 PM »
Ah - resolutions below 1280x768 are not officially supported by the game. You can make it run on those by using settings tweaks, but the UI won't fit. You could, btw, set screenScaleOverride in settings.json to something less than one to make it fit, though a scaled-down UI looks... less than ideal.


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