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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Bastion.Systems

Pages: [1] 2 3 ... 27
1
Modding / Re: [0.9.51a-RC6] Starsector Portr-Ai-t Pack and Ai Model
« on: November 06, 2022, 08:43:11 AM »
Here is my first try with the 2.0 version of your hypernet using a portrait of Alexander II as the img2img base, I painted the background of the original image black in photoshop:
Spoiler
[close]
Generated 100 images, about 40 were good enough (a very high percentage!), did some minor fix up and then batched em' through photoshop auto resize and smart sharpen on 50%.
Second row, fourth one is my favorite, such sad melancholic look. Some really look like gruff Russian naval officers, I really appreciate the fabulous mustaches.
The img2img generation probably needs some keywords to improve the intensity of the lighting, it did generate all pictures with a perfect black background, so might be a good way to save time.
The coat is a little overly greebly, maybe my image size is set too high?
Here are the settings:
Spoiler
Russian officer with a mustache wearing a peaked cap, black background, starsectorportrait, sabattier effect
Steps: 40, Sampler: DPM2 a, CFG scale: 7, Size: 704x704, Denoising strength: 0.75, Mask blur: 4
[close]

I first tried your sample prompt from readme and I think your current version might be tad over trained as it really did not want to give me a balaclava.

2
Mods / Re: [0.95.1a-RC6] More Planetary Conditions 2.0.0 - SEMI-RELEASE
« on: November 05, 2022, 03:00:19 PM »
Very unique concept.

The planetary satellites should probably be scaled down in size as right now these kinda almost look like a ring world. 

3
Modding / Re: [0.9.51a-RC6] Starsector Portr-Ai-t Pack and Ai Model
« on: November 05, 2022, 02:35:24 PM »
I think these could do with some sharpening, I put these through Photoshop 250% strength smart sharpen and it really made these look much closer to base game style.
There are a few with scuffed eyes, asymmetrical floaty headpieces and strange visor reflections. Few, if you look closely, are just cursed variations of vanilla faces. You could easily throw out 40% of the pack, do some minor manual edits and up the quality by a lot.
I'll try and mess around with the model myself, as the overall quality is very impressive, there are some really inspired portraits in the set.

4
Modding / Re: [0.95.1a] AI Portraits (123)
« on: November 05, 2022, 02:27:47 PM »
Neat, some of these are pretty good.

5
Blog Posts / Re: Hyperspace Topography
« on: October 13, 2022, 05:02:36 AM »
With all this extra efficiency from coming Hyperspace Topography, Auxiliary Fuel Tanks hullmod and the idea of needing colonies to support exploration, it's too easy to have enough fuel capacity even without tankers to basically have near unlimited range. I propose the base fuel use should be raised somewhat to encouraging planning and to make tankers useful again.

6
Mods / Re: [0.95.1a] Nes's SAW 1.9c
« on: September 14, 2022, 02:35:28 AM »
Very high quality spritework!

7
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: April 23, 2022, 11:03:20 AM »
very cool, praise Cycerin for giving permission for this.

8
Prost!

Honestly, with what a state the sector is in you would assume most anyone is a raging alcoholic.

9
Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.2
« on: April 23, 2022, 09:08:29 AM »
Any chance for a version that is ships only?

10
Bloody awesome update.  ;D

I must say the new art fits FAR better to the base game, the mod is a joy to use now.

11
Blog Posts / Re: Uniquifying the Factions, Part 1
« on: March 18, 2022, 12:22:41 PM »
Neat, Retribution is a delightfully orkish ship.
I am interested what you will do with the League and the Diktat.
My main problem with League is that Thule is a very boring system, both visually and by the lack of markets and long in-system travel times.
Kazeron also does not really look like it could support size 7 population.

12
When did the art of this mod get so good :o

13
Modding Resources / Re: [0.95a] MagicLib v0.40rc1 (2021/12/11)
« on: December 12, 2021, 09:16:01 AM »
It would be cool if the bounty board was only available to some markets or even better through comm directory, in it's current form it kinda clutters the bar interface.

14
Mods / Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
« on: July 04, 2021, 04:28:18 AM »
New ship looks gangsta  ;D

15
Mods / Re: [0.95a] Magellan Protectorate v1.0a - Release!
« on: June 11, 2021, 04:03:11 AM »
Some thoughts after several runs with the faction:

The faction fits very well into the base game theme and seems to not shift the game balance all that much, as the ships are fairly conservative and the weapons seem to be all inferior to base game stuff (with the exception of ripfire missiles, these are great).
I have had a lot of fun playing Magellan, it's a great challenge faction with Nex starfarer mode. Their starting diplomatic situation guarantees they will be at war with most of the sector in short order.
Quillon is really fun as a player ship, catching missiles with the armored prow, fast dodge maneuvers, it's like a destroyer-size frigate. Slap dual assault chainguns on it and it will shred.
I wish Talley would appear in the markets and fleets, it's a neat looking ship.

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