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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - DownTheDrain

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1
Mods / Re: [0.95a] Mayasuran Navy 8.3.5
« on: September 22, 2021, 06:42:25 AM »
I think you're probably right on VS being the issue, I think the Hegemony is a little too strong.

I don't think VS is the main issue.
I don't use it and the Mayasurans never amount to anything in my games unless I personally help them out. They start with a single planet and powerful enemies so that shouldn't come as much of a surprise.

Lovely ships though...

2
Mods / Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« on: September 11, 2021, 12:30:09 PM »
Nexerelin v0.10.3b
Oh damn, that looks impressive.
Almost seems wasted to use that whole new system just for player invasions.

3
Modding / Re: max administrator problems
« on: September 07, 2021, 11:14:38 PM »
No idea about the math behind it, but you could just increase the number of admins in the settings.
It's one of the first things I did. Using AI cores for everything seems far more unbalanced and pretty silly considering the backstory.

4
Mods / Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
« on: September 05, 2021, 01:20:24 PM »
First one being, in my opinion, you shouldn't be able to just buy them at the prism freeport. Shouldn't even be an option. Save up enough money at the start, and some of these weapons can literally define your playthrough if you let it. No challenge in getting it, but rather just given to you because you saved up.

There's also a bunch of boss ships available at Prism, many of which could easily define your playthrough as well. In fact super weapons are much more rare than super ships.
I still don't mind them being there. Nobody is forcing me to buy any of them but I appreciate the option if I really want to go that way.

5
General Discussion / Re: Starting to think....
« on: September 05, 2021, 04:22:48 AM »
Can't really think of a combat-focused singleplayer game where you don't try to abuse AI behavior in some way. Sometimes that's the only thing you can do against overwhelming odds and fully expected in order to beat the game.

Whatever the meta is, I thoroughly enjoy trying out various weapon and hullmod combinations on different ships and I couldn't care less if there's an easier way to cheese through fights.

6
Mods / Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
« on: September 05, 2021, 12:41:29 AM »
Supercharged Fusion Beam is OP.

Pretty sure they're all OP and that's the point.
I've only really used the Electromagnetic Railgun so far and it was hilariously broken and fun in player hands. Then again I've only found like 5 of these guns ever so others might be even stronger.

7
General Discussion / Re: Please don't overnerf the Fury
« on: September 02, 2021, 09:13:41 PM »
I'll note the Radiant is getting its DP increased from 40 to 60 DP, which is a 50% jump, while the Fury is only a 33% increase.  Do you feel that raising the Radiant's cost to 60 DP is annihilating it or a kneejerk reaction?

Does that change come with a buff to other Remnant ships?

In the current version of the game the presence of Radiants is literally the only factor that decides whether I attack or avoid a Remnant fleet. If there are no Radiants I don't have much to worry about, if there are Radiants I may be in trouble. It seems vastly superior to everything else.
Now while it's certainly too good at 40 DP I don't think it compares well to the Fury, or any other regular ship for that matter. It's the sole capital of a faction that's supposed to be a strange and mysterious threat and the player needs a level 5 skill to field it at all. Nerfing it basically requires buffing a number of other Remnant designs to keep them relevant, at least in my opinion.

8
General Discussion / Re: Please don't overnerf the Fury
« on: September 01, 2021, 12:34:10 PM »
On the plus side, if it does get nerfed into the ground there's a chance it will get hilariously overbuffed in some future update.
Looking at you, Doom.

9
General Discussion / Re: I don't pilot my own ship in combat
« on: August 26, 2021, 03:46:03 AM »
In my personal experience the player is a lot better at evaluating risk, which seems ironic considering all the metrics the AI has access to. There's also some odd habits that cause the AI to basically suicide itself, especially in station battles.
Then again you don't want an opponent that's too mechanically perfect.

I don't think I could bring myself to play this like an RTS, as I'm having more issues with units not following my orders than with fighting enemies myself, but if you're having fun then more power to you.

10
Tiandong Heavy Industries has a campaign rig that is more complex than any other faction mod by several orders of magnitude. Often times the things sacrificed best practices so they could actually be done in a reasonable time frame. Tested heavily to be sure it worked fine, thus it fit the definition of it is stupid and it works then it isn't stupid. It has the side effect though of making it difficult to update properly without either already being deeply familiar with its code base or spending a LOT of time doing a code review of everything even stuff the IDE is not puking blood on.

I saw the post a while back from the Anon who did the bootleg update, he literally said he shitted it together, and put it out there with no testing beyond making sure it started up. That, combined with the previous points stated, in addition to reports from players who told me they had problems with the bootleg is why I am saying with total honesty... That it is a Bad Idea to use it.

Do as you will though, is your game to *** up. Just please don't distribute it :)

Interesting.
I've already completed a full playthrough with bootleg THI enabled and they seem to be doing alright in my current one as well. I recently boosted their relations with the Roider Union to make them form an alliance, as that seemed thematically fitting, and the two of them are prospering together.
Either I got lucky multiple times or whatever condition would break the game is rather specific to trigger.

As for the unofficial version, are people at least allowed to tell me where to look for the unofficial version?  I am not asking for a link, just a point in the right direction.

I came across it by chance on the discord, so that might be a good starting point.

11
There's an unofficial 0.95 version to be found elsewhere which seems to work reasonably well.
Where?  I'd like to run this in the mean time given the long time delay we are likely looking at.
I would advise against using that unofficial update by Anon as it unstable and also because other reasons :)

I purposely didn't link it here as to not break any rules or offend any modders.

That said, in several playthroughs I've had zero stability issues with any of the unofficial updates I've tried so far.
Balance could use some work of course, but nothing gamebreaking has happened yet.

12
There's an unofficial 0.95 version to be found elsewhere which seems to work reasonably well.

13
General Discussion / Re: Steam early access a possibility?
« on: August 18, 2021, 06:18:42 AM »
The FAQ states that putting it on Steam is a possibility but I think they should wait before then, because if it were to get savaged in the Steam reviews for perceived lack of content even in Early Access it is hard to recover that standing.

I doubt lack of content would be an issue. SS has more to offer than the vast majority of Early Access titles.
What would kill the ratings is the slow update cycle. Unless Alex wants to commit to a mini update at least once per month I don't see this ending well, no matter how much praise the game would receive initially.

14
Mods / Re: [0.95a] Better Colonies 1.63
« on: August 16, 2021, 10:30:18 PM »
Is there any way to edit the number of industries you can have based on size?

You can change that in the game's settings.json (starsector-core\data\config).
Search for "maxIndustries" and put whatever numbers you like for the different colony sizes.

15
I don't know if it's due to poor RNG or something else, but the extra colony distributer seems to be extremely biased against the Sindrian Diktat. In all of my games using extra colonies, the Diktat has gotten a net zero of extra colonies. It contributes massively to their ultimate demise as the "first to go" in most Nex games, as while their already-strong rivals grow stronger on extra colonies, they stay weak which further tips the power scale against them.
The new game extra colony generation follows the same rules as regular colony expeditions, meaning only some factions can get them; Diktat can't send colony expeditions so no extra colonies. I'm not sure if this should be changed, Diktat's whole thing is kind of being a single fortress system.

I never even realized that Diktat can't colonize, probably because they never survive long enough to matter.
Their system really isn't much of a fortress though. The AI doesn't seem to have a problem taking it, unlike the home systems of mod factions like the Ninth Battlefleet and especially Legio Infernalis.

Is there a way to allow them to colonize but force them to focus on one or two nearby systems instead of spreading out to the edges of the sector like some other factions?

Most colonization efforts made after game starts seem to be centered in or near the Core Worlds, unlike spawn-gen colonies which can spawn up to 20+ ly away from the Core Worlds

I've seen a lot of spread, usually to high resource and hazard planets all over the place. In my current playthrough both the Luddic Church and Tri-Tachyon have settled worlds way out near the edge of the sector fairly early on.
That said, what I meant is having them pick a suitable close by system and then settling 3 worlds in it, even if they're not all great candidates, instead of colonizing a planet each in 3 different systems.

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