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Messages - dgchessman2

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1
Have tried going as far as uninstalling and reinstalling to get pets to work, but as many others have mentioned... after your first pet equipped, it says you need to 'finalize' the last pet before you can install a new one.  You can go in and remove the pet with a Pet Center.  But you can't equip another ever again.

Is there some way to help you pin down what/why this is happening?

2
Mods / Re: [0.95.1a] Modern Carriers 1.9.0
« on: February 28, 2022, 07:43:08 PM »
Not sure if this is intended or not:  VIC Vipers don't double in cost when used with Ace Core

3
Mods / Re: [0.95.1a] Fleet Size By DP
« on: February 28, 2022, 07:23:46 PM »
DP for automated ships is.... wowza.  Pretty wild.  Alpha core is 4x ship DP, Beta is 3x ship DP, Gamma is 2x ship DP.

I kept wondering why I seemed to be 'short' a lot.
A Solar battlecarrier with a Beta is 165 DP counted towards the fleet total!

Is that..... intentional...??

**EDIT**  Correction, it shows as triple, quadruple, etc on the fleet composition data, but doesn't actually add the multiplier to the above 'All Ships' total.  Pardon my confusion.  So more of a display quirk, less of an actual DP problem.

4
Mods / Re: [0.95a] Weftin's Ship Pack
« on: February 27, 2022, 02:39:33 PM »
So, I thought I'd toss out a few things that I've noticed.  Part is going to mirror some of the OP comments above (with caveats), but I'm also noticing that a lot of the other ships are pretty severely underpowered.

Yes, some of the bigger ships are OP, which is to say 'Elite-tier'.  You might consider a split like many other mods where they have a Special Division that has better ships, and then the Civilian versions.

Most of the other Med, and especially Small ships seem to lack flux dissipation and capacity.  While I haven't crunched the numbers, I keep comparing these ships to other more established Modded fleets (Imperium, Apex, Dissault, Diable, to name a few) and sadly, I keep passing them up over and over again.  That doesn't mean they suck, it just means that in that class there seems to ALWAYS be several ships that shine more.

SO!  ^__^  I have a suggestion!
Make really good merchant ships.

Just gonna spitball a few ideas out here -
Is there a way to make rearward-facing shields?  'Cause a merchant ship that can keep its speed and have rearward facing guns/shields would be powerful AND generally useless at offense.
Is there a way to make, create, forge, or otherwise increase the staying power of fleets abroad?  I've seen a few crude mods, and LOTS of flavor text talking about it, but little in the way of actual gameplay.
Consider some S-Mods if necessary
Split your Civilian versions (most of which are just fine) and consider a full faction?  The Merchant Marine, Gray Market, or otherwise semi-professional army doesn't feel like it's been done, or done very well.  Dockworkers Union, or whatever.  Sturdy tankers, fast speeds, purely defensive for the Civ aspect, and (almost) purely protective for the Military half.

A lot of this you've already done!  Which is awesome.  But it feels like a partially-implemented idea.
I hope you'll keep working on it, and evolving the concept.

Find a niche, and expand into it!

5
Oh.  Um.  I'm having ultra-odd behavior now... but you mentioned it might not be updated yet.  I'll check again.

See, now I've lost access to NORMAL vanilla mods, and can ONLY install them via the S-mod menu (which still has duplicates of non-vanilla choices).  Basically the opposite of what you're saying  **chuckles**  Because weekends.  Because reasons.

I'll poke around, update, and try again.

UPDATE:  Alas, new game, this is all the S-mods I end up getting access to:  https://ibb.co/JnzrSS5

6
Mods / Re: [0.95.1a] Concord 2.2.0
« on: February 21, 2022, 09:56:49 AM »
Touching base again!  ^_^  I'm seeing changes and adjustments, which rocks.  Equip screen isn't slowing down now.

But!  I'm still getting SOME duplicate S-mods (before it was all, or nearly all) but I seem to have... lost access to most basic ones?  I don't know if I just need to go find them again, or...

For example, I don't have Expanded Cargo Holds anymore.  <_<
I can find it in the Progressive modification window with only a single option instead of the double.

7
This mod is fantastic!  But I'm very suddenly having a lot of wonky behavior.  Somebody mentioned a conflict with Concord.  There may be a bit of friction elsewhere too.

Just in the last few days, suddenly my S-mods are turning up in duplicate, and some of the mods themselves (depending on which of the pair you choose) have wonky behavior like... infinite XP  >_>

Halp?  ^_^;;

We have worked out the duplicate part and source code has been updated.
Sorry for the inconvenience.

Do I have to start a new game?  I'm still getting wonky (but different!) behavior.

8
Suggestions / Re: Vanilla Change Requests:
« on: February 18, 2022, 09:39:46 AM »
Not looking for a 'good' or 'bad' suggestion list.  If you think they're bad, please just disregard.

If you ACTUALLY are asking, seeking an answer I'm happy to clarify.

"Please fold some of the most common 'utility'-style mods into the vanilla gameplay."
Super cool.  But this game doesn't have a robust Vanilla following, it has a robust MOD development.  I don't rightly know the number of people modding, and to what extent... but a quick Poll would get you some quick numbers.  There needs to be at least SOME level of acknowledgement (outside of a forum list) that modding is not only frequent, but downright common.  Myself, I'd go as far as saying it's necessary.
There's a LOT that could be settled with a bit of raw data.
How many new players are playing on potato systems, or is this just a very vocal crowd of people who purchased the game a decade ago shouting down attempts to modernize?
Are new players actually playing vanilla, or jumping straight to modding?
Metrics are useful and handy tools.

"Please add support for mouse buttons"
It takes EFFORT to purchase a mouse with only a left, right, and middle scroll wheel.  Support for ANY of those other buttons and functions would be fantastically 2005.

"or seeing local events alongside your fuel range."
Of course you can.  That's why I mentioned it.  But you CAN'T see anything without hover text.  And there are a LOT of systems to sit and hunt for.
Example:  I'd like to find a military Hegemony colony.  We're pals, and I need fuel.
Now, I can roll into Intel, pick Habitated systems, and start scrolling through based on distance...
... or you could just give me a list of Hegemony colonies that I'm aware of under their Intel tab, maybe sorted by distance?
I used that PURELY has one single hypothetical solution.
Another would be using those handy dandy color coated buttons at the bottom of the Intel screen for more than just 'most recent popups'.  If I go to an Intel or Map screen to look for a mission, or a message, or a faction... I'd like to be able to find them.

I used Local Events (intel screen) and Fuel Range (universe map) as an example.  Again, a single, hypothetical example.  NOT a specific one.

"Please add additional important information to built-in weapons, and other systems that currently show nothing outside of the refit screen."
Missile Forge - Does it have limited charges?  How many seconds between uses?  How about ANY information other than just flavor text about how it restocks missiles?

"Please consider adding more trade goods."
Making the current goods work as trade goods is identical to adding more trade goods.  The current attempt at it barely qualifies.  '... adding/reworking trade goods' ...?

"Please, please consider modifying the Battle Screen parameters to match the Map Screen parameters once combat starts.  Aka, if you're fighting in an asteroid field... or in the corona of the sun..."
Having a superficial difference is probably worse than actually registering the terrain in the battle.  A plain map is just 'default'.  But a few more asteroids while you fight in a black hole just jars the senses.  I'm looking for a reason to NOT just mash the Autopilot button, and let the battle play out in 2x.

"Please put a larger buffer around the suns to avoid planets, warp points, stations, and fleet pathing to at least avoid the worst of the 'sun diving'.  It's clear that the NPCs don't take corona damage..... but they should."
If the penalty the AI suffers doesn't ACTUALLY result in a net penalty that the player will notice and perhaps fold into their game play technique.... it's not really a penalty at all.

"Please put a larger time delay between a fight, and the ability to Salvage the fight debris"
Please, please do.  One of the worst things I see happening with this game is the rust to the next battle map.  If a huge fleet battle happens, you don't just grab all the ejected garbage and scoot out of town.  Nor do you hit a planet and catalogue that bad boy while being chased by AI.  By adding even the slightest delay between the end of a battle and the ability to loot (Oh look!  Their friends are coming at full burn!) you can make the loot a BIT more meaningful, and perhaps lift the current nerf to after-battle drops.  Currently the after-battle take-home is..... absurd.  Beyond absurd.  Ships don't fit neatly into other ships, even big ones.  A post battle fleet wreckage could take weeks or months to even MAP, much less salvage.  Obviously it doesn't have to angle towards Simulation... but the strategy and map layers aren't an arcade game either.

"Please consider a 'Camp Follower' system rather than mixing support skills into the player tech tree."
Yes, I mention this as two separate suggestions.  There is a desperate need to revise the skills that are there AND there are a bunch of skills that don't even belong in the skill tree at all!  Support skills can go into a Support Staff.  There's no need to mix up MY ability to pilot with our fleet's ability to efficiently use Supplies.

"Alongside that, please allow communication (assuming a Coms Array) between myself and... well... myself as I govern several colonies.  Or to coordinate with my other Governors.  Being incommunicado until you physically set food back on the planet is painfully restricting."
Building and destroying buildings is not 'management', nor is it 'communication'.  I cannot access my supplies, my troops, my governor (not really) my people, any OTHER planet, any allies/factions... or anything, really.
Which is to say that there is NO Diplomacy, just a Reputation system that sorta moonlights as Diplomacy.  And the reputation system is primarily made up of fetch quests... and those neeeever get old.

"Please, please add a Market (even a limited one) to player planets.  Even the worst Luddic space heap has both a Faction market, and a black market.  Every.  Single.  One.  The lack as soon as you start your own faction is glaring."
I'm a bit confused at why you would mention building Commerce.  On a single planet per-system.  For 300k.  When every other planet, even the newest smallest one, gets several for free.  This game suffers badly from the lack of connection between the factors that influence the AI and AI factions, and the factions that influence the Player.  There's a looooong history of bootstrapping in strategy games to give the appearance of 'fairness', while having the player and the AI operate on completely different systems.  With the amount of modding happening, that just makes it THAT much easier for ANY changes, Vanilla or otherwise, to throw off the bootstrapped Economy / Diplomacy / Item Valuation.
The closer we can get to everyone playing by the same rules, the better.

"That doesn't mean abandoning the current iteration..."
I'll rephrase:  Put the current game on pause and get the 'new' version up to the standards of... I dunno... 2010 or so?  At least?
If there's still a market happening for the 'old' version, then keep investing in it, by all means!  Or, leave it to be modded by others in their free time.  It does NOT mean abandoning it, it just means not pretending like it's a money-making product anymore.  Because, best I can tell... it's not.  And it's unlikely to get MORE valuable in the near future.

It's really cool that folks find it necessary to list out all the reasons they think suggestions are crap, and express their own misunderstandings... but honestly?  I'd love if we could keep this brief.  The more verbose this gets, the more likely trolls are to be attracted by the scent.  And I'm sure EVERYONE loves the post-script of "Here's the part of what you said that I actually think has value"... but I don't.

I want to see Starsector succeed, and keep succeeding.  I have no clue how 1.0 could suddenly...... anything.
I don't want this game to end up abandonware.

9
Mods / Re: [0.95.1a] Starship Legends 2.0.1 - Overhauled and Streamlined
« on: February 18, 2022, 08:56:51 AM »
I like what I'm seeing so far!  But I'm scratching my head and wondering if I've got a mod incompatibility... I'm suddenly getting massive lag on the Navigation map, and oddly in the Refitting screen, especially the vents.  Shift-clicking slows down to a crawl while adding or subtracting vents.

Any chance there's friction going on?

Got updates from this, from Concord, and a few others and then suddenly... wowza!  First slowdown I've seen so far  ^_^;;

10
This mod is fantastic!  But I'm very suddenly having a lot of wonky behavior.  Somebody mentioned a conflict with Concord.  There may be a bit of friction elsewhere too.

Just in the last few days, suddenly my S-mods are turning up in duplicate, and some of the mods themselves (depending on which of the pair you choose) have wonky behavior like... infinite XP  >_>

Halp?  ^_^;;

11
Suggestions / Vanilla Change Requests:
« on: February 18, 2022, 03:33:34 AM »
[size=24pt]NOTICE: These are all opinions, framed as requests.  Some are explained or elaborated roughly, some are not. Almost all are purely Vanilla, but some ARE vanilla/mod interaction changes.
It's perfectly find if you think some of these requests are unreasonable, or if you wholeheartedly agree.  Please check any outrage or indignation at the forum door.
[/size]

Please fold some of the most common 'utility'-style mods into the vanilla gameplay.  Or, if you'd rather, please allow/prompt the player when starting a new game if they, for instance, want to use the normal weapon arc, or Leading Pip.  Whether they'd like to have Console enabled or disabled.  I won't dive too far into that, but many other games provide a fine example at how to quickly make a player aware of their UI options (modded or otherwise).  A lot of these I think border on 'essential' mods.

Please allow some of the initial sector generation choices to remain selected.  Portrait and name have a 'randomize' button right there... if I'm starting a new game, I'll hit that button if I want it randomized.  Randomizing it by default just adds an extra step to a repetitive process.  If you're making your own faction, the name and prefix also qualify.  Even BETTER would be bundling all of those into a save point BEFORE sector generation, not after.  So that if you're not liking your initial choices or the RNG Gods are frowning on you, it's a simple process to just Regenerate Universe.

Please add support for mouse buttons, and 'push button to fire' controls.

Please either merge the Fleet and Refitting screens, or add duplicate buttons for things like Strip, Mothball, etc.  Bouncing back and forth doesn't do the game any favors.  I don't know if 'windows' are an option with the engine, but opening up some features/options in a forward window might help with navigation.

Please either merge the Intel and Sector maps, or add duplicate buttons for things like traveling to a specific planet on the mission screen, or seeing local events alongside your fuel range.

Please add projectile speed to non-missile weapons.

Please allow the '?' button on the refitting screen to reflect S-mods, and visa versa.  If a modifier is shortening weapon turning, or PD distance, as the player I need to see that reflected on the actual weapon card, rather than nestled in flavor text on a D-Mod.  And if I INCREASE my firing distance through an S-mod (or Story Points, or Crew Experience, or other modded means) I need to see that reflected as well.

Please add additional important information to built-in weapons, and other systems that currently show nothing outside of the refit screen.

Please clarify or modify the language to distinguish between Energy Weapons, and Energy Damage.  In the same way that Projectile weapons do Kinetic damage.

Please allow for info linking.  That's a big subject, but a few examples include:  Faction to Planets to Diplomat, Home Faction to Governor to Planetary settings, Object in Production que to detailed stats, Faction to Planets listed on the world map.  In short, there are few logical links between systems, and a hard reliance on WASD and number keys to navigate otherwise simple tasks.

Please allow more diplomatic interactions and tasks.  A way to interact beyond attacking, fetch-questing, or handing over cores.

Please consider adding more trade goods.

Please add 'Large' to the map sizes listed.

Please consider steps to reduce the reliance on Simulation for equipping ships.  That could include animated actions, a moment of 'firing' after a weapon is dropped into a slot, fighters hovering over the model after being equipped.  Something that demonstrates the normal, expected behavior... not dissimilar to the idle motions on the Title screen.

Please show the ship SIZE on the Refit screen.  The lines between Destroyer and Cruiser are almost impossible to see unless you're in the Purchasing menu, or the ship class is both the name and the size.  Many are, but it's no requirement and gets passed over quite often with ships added by mod.  A baseline of 'required' fields would need to come from the Vanilla side.

Please, please consider modifying the Battle Screen parameters to match the Map Screen parameters once combat starts.  Aka, if you're fighting in an asteroid field... or in the corona of the sun...

Please put a larger buffer around the suns to avoid planets, warp points, stations, and fleet pathing to at least avoid the worst of the 'sun diving'.  It's clear that the NPCs don't take corona damage..... but they should.

Please consider a throttle system instead of individual buttons for speed.

With more space for buttons, please consider more diverse 'stances'

Please put a larger time delay between a fight, and the ability to Salvage the fight debris.

Please consider a 'Camp Follower' system rather than mixing support skills into the player tech tree.  Having a designated fleet 'Mechanic' slot, and 'Wing Commander', or whatever else, and let the player choose support skills like faster fighter regen, better salvaging, increased readiness, etc.

Please, please give the entire 'skills' section a good, hard look.  It feels painfully incomplete... but it doesn't appear to allow adding/removing/modding.

Please allow a more 'handy' system for things like Faction stats, deployed fleets, mission icons... if a player comes back to their game, the process of 'getting up to speed' currently involves a lot of pages, a lot of inference, and a lot of flying around.  Alongside that, please allow communication (assuming a Coms Array) between myself and... well... myself as I govern several colonies.  Or to coordinate with my other Governors.  Being incommunicado until you physically set food back on the planet is painfully restricting.

Please, please add a Market (even a limited one) to player planets.  Even the worst Luddic space heap has both a Faction market, and a black market.  Every.  Single.  One.  The lack as soon as you start your own faction is glaring.

Please consider forking the current Starsector, and a modernized version with officially updated engine and tools.  That doesn't mean abandoning the current iteration... but it's not getting any younger or 'more supported'.  Even if this has to be DLC for an extra fee...

Please consider the steps necessary to address the current rate of game updates.  There were Two in 2021, alongside 5 blog posts.  Not gonna say how or what that SHOULD be, but please consider addressing it if those numbers aren't to your preference either.

Please make room for more optional buttons, optional pages, optional click zones, optional radial menus.  Resources that could be used to... mod in more than just the set number of planet spots (yes, it's been mentioned) but could just as easily include other things like a Diplomacy window, orders to your factions beyond just making more ships and weapons.  Optional colors in the weapons menu.  Optional buttons in the Refitting screen.  Optional buttons along the bottom beyond the 7 available.  I think if you make (for example) an 8th button available, modders would jump at the opportunities to integrate more firmly with the vanilla UI.

Updates, changes, modifications all require hours, and hours require money.
Please, please take my money, and put it towards additional hours.  Need more?  Please take more.


Or don't.  That's okay too.
It's simply a list of requests.

12
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.2)
« on: February 18, 2022, 02:24:56 AM »
More questions Boggled.  :D

 How does this mod differ from DIY Terraforming? Are they compatible?
 Do they both handle stations as well, or does DIY only focus on terraforming?


TASC and DIY Terraforming are compatible only if you disable terraforming in TASC using the settings file.

....didn't actually know this.  Any way to get them to look for each other, and apply appropriate settings if they're both enabled?
I mean... because going in and manually changing it.  'Cause I bet a lot of other folks didn't know that either.
Not to suggest that it isn't in the Compatibility section, but rather that it's an easy setting to miss when setting everything up.

13
Mods / Re: [0.95.1a] Concord 2.1.5
« on: February 18, 2022, 02:21:14 AM »
I'm also having the duplicate S-mod bit, along with a decidedly noticeable slowdown then applying vents and capacitors.  Shift-click basically does nothing, as it seems locked into its slow/laggy pace.

...I'm not 100% sure that's Concord.  There's Progressive S-mod, Carriers, Carriers+, and Better Deserving S-Mods all sorta jostling for position.  But I saw the comments about one of the several new bits I'm also observing, and thought I'd start here.

Is there a verified interaction/conflict I should be hounding somebody else about?

14
Mods / Re: [0.95.1a] Nexerelin v0.10.4b "Dissonance" (hotfix 2022-01-30)
« on: February 14, 2022, 05:59:26 PM »
While on the subject, is there any way/chance that saving initial picks for a new game could include more things?

If I start a new game, most of the Nexerlin options stay as I modified them, as long as I don't exit the game completely.
And... maybe this is silly... but a lot of the other stuff is just annoying to type in while randomly generating a system!
Name.  Picture.  Faction name.  Faction Flag.

As close to a 'regenerate system' button as you could get?
At your discretion, of course.
Just an idea/suggestion.

15
remove the ambassador from the embassy of that world before it decivilizes

Imagine MY surprise when the whole colony just POOFS! when it 'decivilizes'.
Wow.  I.. just didn't quite expect that level of damage.  Got the Embassy destroyed (was across the map)...
... but the total loss of the planet was nothing I could recover from!  >_<

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