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Starsector 0.97a is out! (02/02/24)

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Messages - StrikeEcho

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Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: February 17, 2024, 09:38:08 AM »
Is the Pulverizer meant to veer to the left when firing?

Mods / Re: [0.96a] Tahlan Shipworks
« on: September 23, 2023, 03:42:16 AM »
So is there some secret to getting Rosenritter stuff? Or is it intended to be so rare that I've only ever gotten one of their ship mechs from a "sacrifice ships to get different ship" event, get maybe 6 of their guns during an entire 20+ cycle playthrough, and have literally never seen one of their fighter wings drop, only knowing most of their stuff is a thing from console commands?
Look around some blackholes, there's stuff there!

So maybe remove the Edict Stormblaster from your mod?

Gonna have to be a little more specific, seeing as they're both from Inventor Raccoon.  :D

Just a case of reusing assets and forgetting to have one disable the other.
Huh, yeah I ddin't know Arsenal Expansion was made by Racoon, damn, well the more you know

Still Racoon should at least disable SOTF or AE's Edict Stormblaster from appearing in the custom production, or not, its up to Racoon.
From the changelog of the latest Arsenal Expansion version
"On game load, converts AE's Edict Stormblaster to its SoTF version in cargo, on fleet's ships, and any learned blueprint, and adds the SYSTEM tag so it doesn't appear again"

Mods / Re: [0.95.1a] Iron Shell 1.181
« on: February 13, 2023, 05:05:26 PM »
I love this mod - thank you so much for making it! The backstories, the ships, the general vibe - all great. The Vengeance is now one of my favourite ships. I may even beat Hot Coffee one day.

I noticed that there are no missions, not even regular bounty missions, after the first two special ones. Someone on Reddit said that the leader (Hartley?) will start giving special missions, which will let you unlock experimental ships and unique hullmods. I don't see any way of getting more missions after the first two and they don't offer me any new ships or hullmods. Am I doing something wrong?

Also, I'm not sure if there's any purpose to trying to increase rep with any of the characters.
You get the new hullmods, BPs and other stuff from high rep with the other characters. And only the first two missions are implement right now.

I want the Pirate Eradicator bump to 18 DP simply because I'm OCD and want nice round even numbers.

Also the Eradicator is good where it's at, a 2 DP bump does help in clarifying where it's supposed to be relative to the other Crusisers.

Question for mod developer, is there any possibility to add a customizable grace period to start of game? I do get that these factions have existed for quite some time so the universe is already established from point of view of game.
You start alongside an existing faction, and can set a window where your faction will not involve itself with any alliances or wars for x period of time, up to maximum of maybe a year.

Another setting maybe centered around invasions, where factions can get into wars, but sending invasion fleets (AI Included) is blocked for x period of time. (Pirate/Luddic/Faction raids still available as it doesn't cost you a planet completely)

Points of the above is to add options for smaller starts to have a chance without losing their home planet to invasion in first 20 minutes of play. I've done some small start with RP elements and noticed how hard small starts are when some factions are in Burn the Universe mode from day 1. I enjoy these factions, would just be nice to have a buffer at start if its possible to add this function.

Will just add here that I count Nex as a core mode to game now, can't play it without Nex.
Yeah, you can adjust in the Nex settings json to config how long before a faction can start to accumulate invasion points, and how many points a faction needs to launch an invasion.

General Discussion / Re: Sindrian Diktat Changes
« on: May 08, 2022, 06:06:43 AM »
All the grumbling on the Sindrian Diktat, when it's ultimately a minor thing can be traced back to how the community hyped up the Lion's Guard and Andrada himself based on a few bits of lore and fluff we have about the faction.

This leads to extrapolation of what the SD is and isn't, not helped by mods introducing LG ship skins.

tl;dr - headcanon isn't canon

Modding / Re: [0.95.1a] S/WP Submod: OOPS! ALL VARIANTS (1.0.0)
« on: February 22, 2022, 11:55:56 PM »
I'm always a sucker for more XIV skins, so immediate download.

Although looking through the files, it looks like you didn't properly implement them into the game like making variants for the ships or putting them into default_ship_roles or into the spawning array in the faction files. Without those, the ships won't naturally spawn in fleets.

Mods / Re: [0.95.1a] Starpocalypse 2.2.2 - more apocalyptic settings
« on: February 07, 2022, 07:24:25 AM »
It's doable, but due to technical limitations, there will now be two versions of the mod from then on - a vanilla one, and a Nexerelin compatible one.

Are you on Discord by any chance? Would like you to test this new version before I release it.
Cool, yeah I'm on Discord, EchoDeltaXIV, but I don't really know what you mean by testing?
Just loading up the prerelease and seeing if anything breaks?

Mods / Re: [0.95.1a] Starpocalypse 2.2.2 - more apocalyptic settings
« on: February 07, 2022, 04:54:54 AM »
So it seems that this mods submarkets conflict with Nex Alliances allowing you to buy at military markets of factions you have alliances with but are not commissioned with.

Any chance of fixing this?

Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc1 (2022/01/16)
« on: January 17, 2022, 05:34:02 AM »
Dude, you've really outdone yourself this time.

Started out with the custom start that give me two of the PB ships, and decided to go for a boss hunting run.

Found the Safeguard, didn't think too much about it since the last few times I fought it was quite easy. Decided to deploy my Legion XIV first as it was the only cap I had, waited for a bit then sent in the rest of my fleet.

I was looking at the objectives when suddenly right as the Combat Chatter intro ended this huge reverb sound started and suddenly the Safeguard teleported into the center of the fleet with a huge thump, I was legit scared for a moment. Although since it let itself be surrounded by my fleet I was able to burst it down quickly.

Still you ain't kidding about making the boss 267% more satisfying and impressive. I wonder what other new gimmicks the other boss will have!

Suggestions / Re: Crew veterancy/types
« on: January 01, 2022, 12:36:59 PM »
If I remember correctly, a crew veterancy mechanic was tried before it and it just lead to abuse.

Stuff like buying fresh crew, getting into a battle then selling the more veteran crew. Plus the bonus is kinda hard to evenly distribute throughout the fleet. Since we don't exactly have a crew allocation mechanic.

Suggestions / Re: Elissa Zal Raid
« on: December 20, 2021, 11:12:09 PM »
"Quest spoiler"
Yeah, you don't have to raid at all.  Go to the Pather planet and go down to the bar and talk it out with Brother Cotton instead of raiding.

The entire Galatia quest line can be done in an unarmed Hound with no marines.  There's always a non-combat option and simply running away from hostile fleets.
There's still the

Mods / Re: [0.95a] Iron Shell 1.04
« on: November 10, 2021, 05:26:19 AM »
While I don't mind having a fake XlV in-name, the implication of fake tech/manufacturer is that once you learn its blueprints now you will have "XIV Battlegroup" AND "XlV Battlegroup" tech/manufacturers in doctrine and custom production tab. Also, mods like Stelnet, that in upcoming release will let you search by tech/manfuacturer will make it obvious.

To make it fake, I'd give it proper "(XIV)" in the name, but set tech to Low-Tech OR give it proper "XIV Battlegroup" tech and set name to "(fake XIV)". As it is, it just looks like a typo.

Pretty sure that's suppose to reference Vayra's fOurTeEnth Battlegroup stuff, maybe more typos to make it more obvious?

Mods / Re: [0.95a] Roider Union - Expeditions - 1.3.6
« on: November 10, 2021, 04:27:03 AM »
Here's an idea:

Giving the player the ability to add logistic hullmods if they have an Argo in their fleet. If the Argo can dock and convert ships, why would it not be able to add logi hullmods?

Is this idea feasible?

P.S. Telamon best Atlas variant, although its face is kinda scary. ;D

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