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Messages - Kevin Flemming

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1
Mods / Re: [0.8.1a] Red (0.6.1) and Blue (0.2) Mod - April 7, 2018
« on: April 08, 2018, 01:10:47 AM »
Jeez, I forgot to put up the link in the main page. It's up now.
Haha, cool. ;) Thank you, for both sorting that and creating a great mod! Loved duking it out with the Berks (sometimes losing!), and looking forward to trying out Union, for sure.

2
Mods / Re: [0.8.1a] Red (0.6.1) and Blue (0.2) Mod - April 7, 2018
« on: April 07, 2018, 03:14:58 PM »
Both download links have the same file. Only the Reds.

3
Mods / Re: [0.8.1a] Fringe Defence Syndicate v0.3.1 WIP (2018/03/30)
« on: April 03, 2018, 10:59:51 AM »
Love the uniform styling on each class. The little variations between them, in each class, is very tidy and it really soothes my soul. I can see myself playing with these quite often.

Best of luck with future updates! ;)

4
General Discussion / Re: Poor Hegemony.
« on: April 03, 2018, 02:00:23 AM »
Well if I had the time or patience to mod I'd certainly be up for making the Hege an ally/vassal or two!  ;D
I would love to as well. But sadly, I have a distinct lack of patience when it comes to creating mods. I have tried in the past, with other games and always lose interest before I get to meat of it. I can knock-out a quick custom banner or change stats of NPCs (Warband, for instance). Other than that, I struggle. A short attention span doesn't help whatsoever. :-\

Mind you, I can type out a plethora of ideas in a wall of text, no problem (as I did recently, in helping an indie game, who took plenty of notes on almost everything I wrote!). Swings and roundabouts.

Most mod factions...
...the Sector anyway.
Aye, I know why people do it. I'm somewhat familiar with the lore. I completely understand the motives in doing so. Just as mentioned, when you have practically every mod doing the same thing, fighting against Hegemony, it does break the game. You could say "Oh, you shouldn't be using so many factions mods" but people are going to use multiple factions mods. The more, the merrier, right? I would have hundreds, if I could. And a larger map, to accommodate, of course.

As I said, though, it's an aspect that players will have to address, and solve, themselves. Example: I made Diable Avionics friendly (+50) to Hegemony, seeing as they both have ties to the old domain. One stemmed from it, and the other wants to reclaim in the name of. Figured they could work together.

I also put Scavengers at +25 to most "normal" factions. Don't see why they would be waging war against everybody. I get the impression they are just humble scavs, looking for some salvage and a path in life.

ORA, claims that while they dislike the ideals of the Hegemony, they try to avoid conflict with them if necessary. Yet start at war with them. Changed that to Neutral.

Blackrock, made them Neutral to start. Sure, the lore states they have scuffles, but it's one less for them to deal with straight away.

With my recent changes, Hegemony are now down to 10 enemies. Two allies, Independent at 25 (they come across as a faction who would ally with everybody if they could, just for less hassle) and Diable at 50. The rest are Neutral. Still plenty of opportunity for the RNG to declare war against them, but this should alleviate some early game team buggery.

Besides, we could all make up our own lore for each faction. Doesn't mean anything. That's the joy of single-player games and why I'm tinkering with it. ;D

Quote
Are you using Nexerelin? Without it factions that start the game hostile stay hostile, but in Nex the Hegemony should eventually make peace with most of its enemies at least.
No, I haven't even gotten around to trying it out yet. I'll have to at some point, though.

I remember having a short rant on this in Discord a month ago. My lines, others' removed:
To be honest, I didn't really notice how anti-Hegemony the mods were until I put them all together (ones that work with the current version, at least), then played for a decent amount of time, to see the utter decimation of practically every fleet and planet.

Personally, I love the Hegemony. Always have done. Not only because of their strength and unity, but also due to designs of the ships themselves (a factor that often dictates how I react toward a faction in the first place, and whether I will use them myself or as experience fodder). Conquest XIV is my absolute favourite. Gives me a space boner.

It would be nice to see some love for them at some point. Even a small supporting faction, could help balance-out the rest of the mods a little.

5
General Discussion / Re: Poor Hegemony.
« on: April 02, 2018, 03:04:18 PM »
The Hegemony is the sectors punching bag because they are the strongest starting power in the sector, barely held back by the League/TT/Dictat.

So opposition to them can make for a good justification when making a mod as opposed to the weaker or more remote factions.
Yeah, I guess it's a valid reason to have it that way. Hegemony are, as you say, the toughest (vanilla) faction. But it goes to show that they aren't that tough when 12 (and later 15) factions are beating them senseless non-stop, from all sides. Good ol' space rogering.

Breaks the game slightly, when multiple mods have the same setup (i.e. negative relations against one particular faction). Not in any way saying "Wah, change your mod" lol. It's just something I need to account for in the future when adding more into the mix. Especially when they don't seem to be having any peace periods. Might have to dabble with the occult a little, and do some relation changing at the start of a new game, just to try and balance things out. Making one or two friendly (or at minimum neutral) should help quite a bit.

6
General Discussion / Re: Poor Hegemony.
« on: April 02, 2018, 11:10:15 AM »
Well, it's now mid-Cycle 210 and still at war with everybody. Stability is seriously-low for most places, and the choice of goods is laughable.

They really got the *** end of the stick against other factions. Some of them start off with negative relations and I don't know if that is permanent (I know it can be scripted, such as with the Berserks always at -75). I'm almost certain it is, as they haven't been able to have an Armistice with anybody so far. Do people not like them, when they create their mods or something? Seems as if most start off negative towards Hegemony.

Just looked and there are 12. 12 start off negative. That's a bit ridiculous, really.

7
General Discussion / Re: Poor Hegemony.
« on: April 01, 2018, 05:14:09 PM »
Mods.
Spoiler
Blackrock Drive Yards
Dassault-Mikoyan Engineering
Diable Avionics
Grytpype and Moriarty Defence Authority
Interstellar Imperium
Mayasuran Navy
Oculian Berserks
Outer Rim Alliance
Shadowyards Reconstruction Authority
The Nomads
Starlight Cabal (Underworld)
[close]
Plus the standard factions, comes to 19 in total.

Didn't think it fit into the "Bug" section for mods, as it isn't really a bug. So I plopped it in here instead. Figured it was a just a discussion thing.

Guess I should have started-off by making a point that I was using mods. It's late. :-[

8
General Discussion / Poor Hegemony.
« on: April 01, 2018, 04:41:24 PM »
For quite some time now, Hegemony have been at war with practically everybody. 14 out of 19 factions. To the point where most of their planets are a bit knackered and barely selling anything. Smuggling is rife as well, which is a huge issue. Supplies aren't making it anywhere, and they look to be severely struggling.

Is it typical for one faction to be ragged-on for so long? I've seen a few Armistices appear between the others, but not these guys. They've been fighting the Scavs for three months solid now, at Jangala, in-between trying to counter Imperium's relentless onslaught, and getting a right shafting from all sides.

I'm actually planning to join them, but at the moment, I wouldn't be able to move an inch and just get my arse kicked.

How likely is there to be a "peace" period for them to recover slightly? I'm currently on Jun 208 (if that helps put things in perspective at all).

9
Modding / Re: [WIP] United Aurora Federation
« on: April 01, 2018, 07:47:07 AM »
Wow, these look amazing. Love the style and detailing! Think I found my new faction. ;D

10
Space Janitor can be loaded into an existing game fine.
Thank you very much!

11
Mods / Re: [0.8.1a] Foundation Of Borken v0.2.1-RC4
« on: April 01, 2018, 03:55:59 AM »
Love the style of these. They look fantastic! But there is a bit of vagueness regarding them, as a faction (unsure if it's intentional, or not). Do missions, such as scanning and trade, appear for them across systems? Can I join them? Are their ships available for purchase? What is the best way to gain favour with them?

Ignore that, I found out myself. You just have to get Neutral/Positive before you can access any of their planet functions.

One rather large issue, though. I can't reload any save where I have these ships in my possession. It claims the save is incompatible with current mods. Which is not true, for starters. None of them have changed, and I can reload the very first save I have, which has all of the same mods activated, (i.e. the very first save the game makes, at Jangala, after running the markets, etc.) without a warning showing at all. Why could this happen? Is it due to the mod being translated perhaps? Some invalid or foreign characters that the game can't recognise? I did notice that one of the Jump-Points is labeled as a bunch of ?s instead of a proper name.

12
Space Janitor fixes this issue (and another).
http://fractalsoftworks.com/forum/index.php?topic=13303.0

As does Nexerelin.
http://fractalsoftworks.com/forum/index.php?topic=9175.0

Space Janitor is not needed if you are playing with Nexerelin.
Oh, that's bloody fantastic! Thank you very much. :) They can all go home now.

Does it require a new game? Slightly hesitant to start over, as I was very lucky at the start of this one, but grudgingly willing to, if it's completely necessary.

13
I noticed this too. Can confirm.

There is a Salvage Fleet at Jangala, that has been there for a few months. Left the system (went to the other end of the map, for a scan) and returned, was still there. Bobbling around in the middle of the planet, trying to get home. The poor bastards.

Haven't seen any other weird habits from the AI yet. Although, it has only been a short time since playing again (took such a long break!). Will keep an eye out.

EDIT: Okay, seems to be all Scav and Salvage fleets. Have seen a few more, across multiple systems. I know it should be fine for the next version, just confirming it really. ;)

EDIT: Actually, is there anything I can do about it beforehand? It's getting a little silly, with five or more groups all bouncing around one planet in every system where there are Scavs and whatnot. Making it a bit stuttery as well, when typically while inside any systems, I don't get any stutter at all (only slightly on the Sector Map, as I have a fair amount of faction mods).

14
Mods / Re: [0.7.1a] ApproLight v0.4.1a -Rebirth-
« on: June 25, 2016, 03:47:28 PM »
Some of those ships...

I need to be alone now.

15
Discussions / Brexit Wins
« on: June 24, 2016, 02:30:58 AM »
This is why I should stay out of political "debates" lol.

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