Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Nautilus81

Pages: [1]
1
Modding / Re: More Conquest like battleship ?
« on: November 05, 2022, 03:58:04 PM »
Well, it's not necessarily Low Tech, but Missing Ships mod does have what you might be looking for in a battleship Conquest: https://fractalsoftworks.com/forum/index.php?topic=16160.0
(Just be sure to change the shield:flux ratio in the ship data csv to something a bit more reasonable than 1.4 and you're good to go).

If it's specifically a Low Tech flavor you're looking for however, Bultach Coalition is also a pretty good bet: https://fractalsoftworks.com/forum/index.php?topic=24616.msg365605#msg365605


2
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.1
« on: October 02, 2022, 01:29:57 PM »
Finally, an actual use for all those spare items that I have lying around in storage! This'll be a welcome addition to my next run.

One question - would you be willing to add a config option in the settings.json that allows for more than one special item/AI core hullmod to be installed on a single hull, and perhaps one that removes mutual exclusivity with vanilla hullmods as well for those that have them?

3
Lore, Fan Media & Fiction / Re: The Fleets of the Persean Sector
« on: May 07, 2022, 02:17:09 PM »
The Sindirian Diktat is creating it's own capital ships based on the League, so it must be possible to create them from scratch. They've been around for 40 cycles so the timescale of creating a capital ship would have to be less than that.

Yeah, that new blog post definitely answered that question at least. As for your napkin math, I'd say the lower end of that scale would be a safer bet, perhaps only 2-3 capital ships per system as a whole, at least in regards to the Hegemony. I could see the Diktat going a bit more top-heavy with the Executor as well.

4
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: April 30, 2022, 11:30:43 AM »
Based on the wording of the post, is the Diktat losing access to the Conquest completely, or will the 'regulars' still have it as their own capital ship?
If not, will we be seeing another Diktat capital in the future to fill its niche?

5
Lore, Fan Media & Fiction / The Fleets of the Persean Sector
« on: April 21, 2022, 09:54:33 PM »
There's something I've always been wondering about since I first started playing this game, but I haven't been able to find a definitely answer to it as of yet.
Just how many ships are there in each of the Sector Power's navies, lore-wise? In particular, how common are capital ships compared to cruisers and smaller vessels? Are we talking about no more than a handful for the whole sector, a couple dozen per power, something in between? What would be the typical size and ship-mix for a Domain Battlegroup at full muster?

Similarly, while the powers that be do have heavy industry, do they actually have the ability to construct new capital ship hulls, or is it more that they're able to keep already-built ones running? Is there a possibility that the sector could see capitals go extinct entirely?

My doubt on high numbers of capitals mainly comes from the menu missions; a fleet engagement like The Last Hurrah involves only two capital ships total, while Sinking the Bismar and Nothing Personal demonstrate that the Hegemony either was desperate enough or found it convenient enough to recover the 3-year old drifting hulk of an Onslaught and decide to repair and refit it to service. Would the numbers represented in the missions be fully accurate to what "truly happened", or would this be more an abstraction for an even larger engagement? 

6
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.3a
« on: April 14, 2022, 04:20:30 PM »
Spoiler
Code
// Scrub police v2
        // If someone finds this, I might remove it. Kinda just want to see if the pl*yers manage to figure it out.
        @Override
        public String modifyDamageDealt(Object param, CombatEntityAPI target, DamageAPI damage, Vector2f point, boolean shieldHit) {
            if (!(target instanceof ShipAPI)) {
                return null;
            }
            ShipAPI enemy = (ShipAPI) target;
            if (enemy.getVariant().hasHullMod("es_shiplevelHM")) {
                // Clown mod gets clown damage
                damage.setDamage(damage.getDamage()*MathUtils.getRandomNumberInRange(1f,5f));
                return null;
            }
            if (enemy.getHullSpec().getHullId().contains("MSS_") || enemy.getVariant().hasHullMod("CHM_mayasura") || enemy.getHullSpec().getHullId().contains("missp_")) {
                damage.setDamage(damage.getDamage()*1.5f);
                return null;
            }
            if (enemy.getHullSpec().getHullId().contains("tesseract") || enemy.getHullSpec().getHullId().contains("facet") || enemy.getHullSpec().getHullId().contains("shard_")) {
                damage.setDamage(damage.getDamage()*2f);
                return null;
            }
            return null;
[close]

So... you have any other secret balance passes for certain mods, or is this it?

7
Lore, Fan Media & Fiction / Re: The Lore Corner
« on: May 20, 2020, 08:38:55 AM »
In august's blog "A True and Accurate History of the Persean Sector" :
1- what are "sporeships" and what "seedships"?
2- what are "fusion lance"s?
3- "FTL technology" refers to space-hyperspace travel (or Gates or else)?
4- "KL Device" = gate?
5- How do the gates move ships? FTL-metro like(go in move inside subdimension, go out) or wormhole-like(gate1 connects to gate2, instant threshold/transfer)
6- Gates allow communications?
7- why did BG-XIV leave the "transfer point"? why did BG-VI leave without checking on BG-XIV, did they leave any ship/personel behind?
8- they took 48 years to reach the Sector, yet there weren't any trace of Domain authority?
9- Did Tri-Tachyon deploy the AI warfleets offensively? (like what jumped into theyr minds?)
10- Warlord Loke gets "former Domain military warships" is it so easy? what kind of ships?
11- What CP stands for in "CP-carbines", Capacitor Pulse?
12- What is the Player Character doing at the start of the game - in the Galatia system, low on suplies, and especially with the fleet pointing outward(from the center of the system) even from the debris field ?

p.s. if anybody answers please don't  :-X (or similar) to questions: better skip them

Thank you for your attention

I'll try to answer these as best I can, I'm not too savvy on the lore though.

1. Sporeships and Seedships refer to the terraforming and colonization fleets that the Domain sent out prior to the Collapse. From the names I'd guess that 'Sporeship' refers to some form of bacterial or fungal cargo that could be used in atmospheric improvements or setting the building blocks for a natural biosphere, while a 'Seedship' might carry the plant and animal life intended to inhabit a terraformed world.

2. Fusion Lance might just be a generic term for an energy weapon, if the context of the quote is anything to go by.

3. 'FTL' here refers to both the Gate System and Hyperspace drives, as the Domain used both to establish their empire.

4. 'KL device' seems to refer to Hyperspace drives, as it indicates that it was used to spread the gates further than possible prior. The Luddic quote refers to an 'Unholy Road' which had to be 'opened' which would most likely mean Jump points and Hyperspace as a whole.

5. No clear answer is given, but I'd put my money on it being a Wormhole-like point-to-point gateway. The artwork regarding gates mostly portrays it has fleets passing instantly from one system to another with no intervening steps.

6. Going off the answer in point 5, an active gate permits anything to pass through from one system to another instantaneously, which would include communication signals. There may be some lore not yet disclosed that explains that all gates could receive all signals transmitted to it at all times (which would explain how systems only have one gate and yet could connect to the wider Domain).

7. The 'Transfer point' might not have been inhabited, or it might not have had the industrial capacity to support an entire Battlegroup at one time. Domain standard procedure in the event of gate failure may been to immediately fall back to the nearest Naval Base and await further orders. Had they stayed in place the fleet might not have survived, especially considering we know the gates don't come back online. As for Battlegroup VI, their orders were to leave the Persean sector entirely, so they would have taken everything with them on the way out. There was also a lore blurb that BG XIV was being punished by their rotation to the Persean sector, so they might have had a poor reputation among the rest of the Domain military (thus, BG VI might not have wanted anything to do with XIV).

8. The Persean sector was a frontier on the Domain, so there may not have been any sort of 'Standard' Domain Authority present. In addition, with BG VI departing, any vestige of Domain authority may have gone with them.

9. Tri-Tachyon was originally a megacorporation, and might not have had the manpower that a more formalized faction could bring to bear in the event of conflict. In addition, their specialization was specifically the development and utilization of AI, so using them as a supplement to manned warships would have been a perfect force multiplier for an undermanned corporation trying to secure their space (in addition to the typical moral flexibility of corporate leadership).

10. Many of the early power-players in the sector were former Domain officials or Naval officers. Locke might just have been an officer who broke off from BG XIV and decided to use his forces for his own ends.

11. That I can't answer, your guess is as good as mine.

12. No specific lore reason, it helps set up the tutorial.

Hope that helps.

8
Mods / Re: [0.9.1a] Missing ships mod
« on: May 20, 2020, 07:53:00 AM »
Albatross name is already taken, ot's conflicting with albatross from swp, can you change it please?
Love the mod

There shouldn't be any conflict between the two. The Albatross carrier here has the hull id 'missp_albatross', while the SWP albatross has the hull id 'swp_albatross'. If you're using the console command mod you can use the spawnderelict command with the specific hull id you want.

9
Lore, Fan Media & Fiction / Re: The Lore Corner
« on: March 02, 2020, 07:30:01 PM »
Are the Core Worlds and Periphery stations the only active human settlements left in the Sector? While there are plenty of ruins to go around, I was wondering if any independent worlds/factions/etc. beyond what we have currently exist beyond the reach of the major factions, or operate substantially on their own while nominally supporting one side or another? For example, a Luddic Separatist colony nestled somewhere far from Core that keeps mostly to itself and remains fiercely isolationist, or perhaps a League mining colony that chanced upon an abandoned shipyard and decided to build their own Navy rather than rely upon a Fleet that is at best weeks or even months away from responding to calls for aid.

Or is it simply a case of all remaining humans live inside the Core for their own safety, and beyond that on the map is just hyperstorms and the words 'Here be TriTachyon's latest and greatest defense products Monsters'?

10
Mods / Re: [0.9.1a] Battlefleets of the Gothic Sector
« on: March 02, 2020, 07:03:22 PM »
Looking very promising thus far!

Visually speaking, I think these sprites are an excellent start, as the general shape and top profile is a pretty close match for the tabletop models. Perhaps for coloration you could add more defined metallic tones and deeper shading for 'lower' points on the models, while simultaneously breaking up the clean/flat lines with armor plating, structural ribbing, gothic-style embellishments, etc.

While it might be a bit early to ask, are you looking to implement only the Imperial Navy, or will this be a wider BFG port?

In addition, are there any plans to implement any subtypes to the macroweapon batteries? Old BFG lore gives plenty of leeway as to what a typical ship's weapons battery is composed of (macro-cannons, plasma weaponry, turbo-lasers, dumbfire missile racks, fusion beamers, etc.), and I think that would be an excellent way to implement multiple damage types/weapon differentiation/specializations. From the naming convention on the macrobattery posted in the Dauntless-class image, you could also work in specific forgeworld variants as an additional layer of complexity, and perhaps use different models of the same weapon type to add more distinctive flair.

Looking forward to your next release!

11
Mods / Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
« on: September 06, 2019, 01:53:49 PM »
Was the Free Traders Guild removed from the base mod? I've noticed that they no longer show up in the faction directory in Nex, nor do most of their better ships spawn in the faction markets. I've been trying to track down some Poseidon tankers across the sector but they seem to not want to spawn anywhere. Enabling the independents in the faction settings doesn't correct that issue either, as they just use vanilla ships instead.

12
Mods / Re: [0.9.1a] Missing ships mod
« on: August 28, 2019, 11:48:20 AM »
Really enjoying this mod, especially the Staple. I love the concept of a centerline Conquest and this has definitely scratched that itch for a proper all-rounder battleship that isn't the Paragon.

A couple of suggestions, though: the Albatross is definitely too strong for what it brings to the table. I feel that instead of pulling any of the weapon mounts, you should scale down the hanger slots to four, and leave the it as primarily as a Capital class battlecarrier. Maybe scale up the armor/speed/flux stats a bit to compensate.

As for more ships to add in, maybe not so much as new hulls but I would definitely like to see XIVth battlegroup, Sindrian Lion's Guard, and maybe even a Persean League-specific skins for the Albatross and Staple, sort of how the Ship/Weapon pack does for the baseline Conquest. (https://fractalsoftworks.com/forum/index.php?topic=11018.0)

I'm willing to take a stab at the descriptions for the ships, I've got a couple of ideas as to how to properly flesh out the lore behind at least the Albatross and the Staple.

Very nice work overall, looking forward to what you add in next!

13
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.3
« on: August 27, 2019, 08:13:09 PM »
Originally I came here for the Conquest Variants (especially that XIVth battlegroup version, that paintjob looks fantastic!). Then, I discovered the Circe, the Vulture, and the Gunnery Control AI.

I can say with certainty that this mod is never getting uninstalled from my game. Excellent work all around, looking forward to what you'll add in next!

Pages: [1]