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Messages - crawlers

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Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: September 02, 2023, 06:35:43 AM »
When I read there were things in the abyss, my first thought is that it's hunting season.  I don't know what it is, but somehow I already want to kill it.

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Mods / Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
« on: August 08, 2023, 10:06:09 AM »
snip
If the faction was designed to be stronger, that explains it.

Concerning doritos being apex versions of remnant, this is hard to confirm since the lore is very limited on them.  I don't know their origin, and the descriptions of dorito weapons imply that of researchers trying to figure them out and generally finding that it was beyond their ability.  Going from that level of ignorance to being able to replicate fully-functional ones seems a bit too far to go.

What would I trim?  Any energy weapon merely got it's damage switched to kinetic without anything else changed.  In my experience, shields and therefore kinetic weapons are very meta, and the main issue energy weapons have is a lack of damage types - with few vanilla exceptions like the graviton beam.  And of course the dorito weapons to bring them down to the level of high-end vanilla weapons.  High explosive energy weapons are less of a concern to me since vanilla ones already kind of fulfill that role with things like the phase lance and they are awful vs shields.

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Mods / Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
« on: August 07, 2023, 06:57:49 PM »
I believe in player choice and I try to offer what is not readily available in other mods. The weapons in TTSC are variants of existing weapons in game with the same stats but with different damage types. The only weapon I took some liberty with is the plasma line which is not a beam in game but I felt would make a nice addition to the lineup. For me to lower the stats would most likely upset another player who enjoys it the way it is. I could add weaker (lower OP, cost, and damage) variants in conjunction with what is already in the mod if that is what you are looking for.
It seems like we are heading in different directions - this is one of the mods I noticed has significant power creep.  Not among the very severe cases I've seen, but the various damage types contribute to it.  I wanted things to go in the direction of more balance.  Player choice is not bad but I believe that things that are too strong tend to reduce it by making the other options uncompetitive - the game of optimizing a build instead of having many solutions now has a few.  Certainly there are players that have a good time picking weak things and rolling with it as well as ones who seek a power fantasy, but these do not represent everyone.  Have you considered putting the dorito weapons as an option in the mod config to be enabled/disabled?

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Mods / Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
« on: August 07, 2023, 03:23:03 PM »
I noticed TTSC has access to copies of 3 dorito weapons, and the player can get the blueprints for these.  I have fitted my high tech stations with cascade emitters and they tend to be quite destructive.  Being able to manufacture these things as the player (even though they are expensive) has implications for balance too.  Have you considered the approach taken by industrial evolution of using replicated versions of these weapons (basically on the power level of other high end vanilla weapons but with different effects) rather than giving out dorito weapon stats directly?

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Mods / Re: [0.9.6] Caymon's Ship Pack v1.2.1
« on: August 07, 2023, 03:17:40 PM »
I noticed that when I fought the pyramid, it was much weaker than the alternative vanilla ship for that faction.  Have you considered buffing it a bit more?  I have not looked in detail about the smaller ships.

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Mods / Re: [0.96a] Ashes of The Domain
« on: August 04, 2023, 12:18:58 PM »
Can you change things so plasma dynamo can be installed in sublimation?  I went to go conquer some mod system and proceeded to get around 10 nexerelin invasions sent to it just so I could have a 100% habitability gas giant that had +1 to volatiles, but it seems unfortunate that I can't actually use it well.  I am not sure how fracking works on a gas giant, but it can't use a plasma dynamo either.

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General Discussion / Re: This Forum's Stance on AI-Generated Content
« on: July 23, 2023, 04:06:05 PM »
It is a relief to hear this decision.

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General Discussion / Re: This Forum's Stance on AI-Generated Content
« on: July 23, 2023, 12:58:59 PM »
I'd like to give my 2 cents as a user.  I think this thread has heard many perspectives of modders, but the majority of the players using mods don't create any mods themselves.

I don't make mods for this game, nor am I going to.  Nonetheless, the whole thing about discouraging mod makers with the fear of ai and/or burdensome regulation concerning ai is sad because it means I will have fewer mods available to me (and potentially with less content individually), and I may need to go search in the wild to find them.  In fact, I already tried after seeing this thread as I felt discouraged at the direction things were going.  It felt more urgent to me than ever to have an alternative mod source as a backup in case the situation deteriorates too much. Maybe having too strong of a push towards other mod hosting sites is itself a concerning potential effect to consider?

Images taking less effort to create is a boon to me.  If the image needed many hours before and now just needs the effort of picking out something suitable from a batch, that is excellent since it means more content along with dev time redirected towards other matters such as balancing and more complicated mechanics.  To matters of "are ai generated images art" and "do they have soul", I answer that these are other people's definitions and semantic arguments.  What I care about is whether or not I like it; whether photoshop or stable diffusion were used doesn't directly matter to me (indirectly speaking, ai generated is a positive due to extra content).

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Mods / Re: [0.96a] Ashes of The Domain
« on: July 22, 2023, 01:52:29 PM »
Can you change things so plasma dynamo can be installed in sublimation and fracking?  At the moment, the inability to use it makes gas giants rather sad with this mod.

Oh okay, the Help page says "Answer: Go to Galatia Academy, here you can hire researchers" so that's where I looked. I'll check other comm directories instead

EDIT: So a Kaysaar post from early July says to look for a researcher in bars, the Help page says to look for researchers at Galatia Academy, and you're saying to look for researchers in comm directories. If you search Discord for "hire researcher" the first result is someone else trying to hire researchers at Galatia but having no luck. They are either everywhere or nowhere  ;D

I found one at a bar that reduced the cost of research by 1 unit, which was game-changing since this eliminates the ai core cost of research.

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Mods / Re: [0.96a] Underworld 1.8.1
« on: July 10, 2023, 12:14:46 PM »
How do you gain a cabal submarket at a player colony?  Previously I did it using console commands, but is there another way?

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Mods / Re: [0.95a] Underworld 1.6.1
« on: May 26, 2021, 11:35:34 AM »
May you please add a way to bring cabal influence to a player colony?  Probably it would require being friendly enough with the cabal, and being rich enough to afford it.

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Mods / Re: [0.7.2a] ApproLight v0.4.6a(f1) -Prime-
« on: August 16, 2019, 02:30:20 PM »
I've done that "quick" google translate before. It's still a ton of work since you have to go through a bunch of files

There's just not that much that can be done to make it easier. You can step up and do the work yourself, you can offer to pay someone to do it, or you can wait until someone volunteers to do it, but it's not going to get easier for the people who would actually be doing it just because it seems like it should be easy to you.

Ah, my apologies.  I have not done this sort of work myself and was ignorant to how long it actually takes.  I meant that a rough translation might be easier relative to a quality job.  This was not clearly enough stated in my original post.

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Mods / Re: [0.7.2a] ApproLight v0.4.6a(f1) -Prime-
« on: August 04, 2019, 06:35:00 PM »
Is it possible to do a quick google translate so it is readable?

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Mods / Re: [0.7.2a] ApproLight v0.4.6a(f1) -Prime-
« on: August 02, 2019, 03:35:28 PM »
Is there any hope of it being translated into Engrish English?

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Mods / Re: [0.9.1a] Underworld 1.4.0
« on: July 21, 2019, 05:59:03 PM »
The new additions to the cabal are delightful, and although their fleets are rare, they are at least relevant now. 

Can you add a way to add in new cabal markets, perhaps at least at colonies one owns?  Maybe it will require a high reputation with them like cooperative or something. 

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