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Mods / Re: [0.9.1a] LowTech Armada
« on: July 10, 2020, 02:32:07 AM »
It seems like the overwhelming majority of ships in your mod don't have codex entries. Is that intentional?
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
As you probably already feel, gate construction are not have-from-a-beginning thing. You have to earn it. There are quest to complete. It is starts, IIRC after level 40 if you travel far enough from a core.
will you continue this guide?
Will certainly look forward to updates!
I just want to say thank you Captain Trek. I was looking for a succinct, well informed list of mods to use after my first 100 or so hours playing vanilla Starsector, and you have provided this and more. This was exactly what I was looking for, fully aware (as you state yourself right at the start) that it is an opinion piece and that other schools of thought are available.
Complete neutrality is impossible, especially when advising on which mods to use as it is completely subjective. Keep doing what you’re doing in the way that you’re doing it. I for one appreciate your monumental efforts.
OK, I’m done with the sycophantic platitudes now, I’m off to kill some pirates
I think that there is definitely room in this forum for "fan guides" or such, and this one deserves a place there. Similar to how steam has a whole section in its discussion forum for guides of all types.
I read this over and was able to create a new mod combo for a new game. Which I think is one of the main purposes of me for this type of guide.
and lacking that, full "pack" downloads for your mod lists (canon and non-canon) would be even better.
Not quite "I disagree with something so strongly that I NEED you to change it" but some opinions:
- This was probably a good idea, thank you for doing it!
- I think that Interesting portrait pack by Interestio is a better fit with the vanilla art style than HELMUT’s portrait pack
- The Mayorate is updated! Since when! One second please.
- boggled’s mods have all been condensed into one now. (terraforming, gate construction, station construction, A.I. core industry)
- Version checker seems like it should be on all the mod lists QoL, not just the worth considering list.
- Transponder reminders is in vanilla now? And breaks a vanilla feature? Another second please.
I consider that the issue here is not his guide but the lack of an equivalent element complementing the index list
I wonder if it wouldn´t be better to make it a unique ship that you have to get through Ship/Weapon Packs own bounty system.
I signed up just to say this: As a new player, this guide has been utterly indispensible!
Also, having a "Not Recommended" category is not great... It doesn't matter if this is due to technical reasons or not. You are assuming the user even stops to read the description to find out why. Not being on the list in and of itself will discourage users from trying out the mod, you don't have to explicitly give names on top of it.The point is to warn people about mods that are likely to give them problems. If the issues get fixed, the mod moves out of that section.
Imagine, for a moment, a new and inexperienced modder wants to make a mod. He/she does and releases it. Less people will even give the mod a chance because its not on the "curated list" of community mods. A new mod shouldn't have to fight for a chance in this way- that should happen naturally if the work is quality, and even if its not at first the feedback from people trying it out when searching through mods makes it better.Like I've said before, a brand new mod already isn't on the index and already doesn't have people talking about it when newcomers ask people to recommend them mods. I have the up-and-comers section specifically as a way to facilitate drawing people's attention to new talent.
You may think "I will stay on top of this and make sure all mods are mentioned, described, etc, etc" but there is no guarantee that you will even be around on the forums forever. So, once the list is "finalized" when you leave, any new mods while you aren't around will not get the chance they deserve.Were I ever to stop working on the guide it'd just have to be allowed to fade into obscurity naturally, like what Soren was talking about having happened with somebody else's guide. Even if it was pinned, in that circumstance you'd just have to unpin it again.
And I did say something to the OP, btw, when I didn't see my mod included. I also was in no way mean about it. Honestly hurt was probably the better word, but you are right noone on the internet is here to make anyone feel better.If it makes you feel any better, I'd be quite willing to expand the guide to include TCs and IP mods if somebody with the appropriate amount of experience with either or both of those things can provide the necessary write-ups.
Also, the credibility of your defense is a little suspect considering your mod is literally the first one on the list.If that's genuinely how you feel, then my decision to list the mods under each sub-heading alphabetically was absolutely the correct one. I've already had accusations of bias and/or that certain mods being in certain positions will in some way have some kind of deleterious effect just from that, so you can imagine how much worse this would be if I used literally any other metric by which to order the mods.
Any guide inherently creates a visibility divide between mods that are in it and mods that aren't. Because it seems comprehensive, pinning this would not only crush mods that aren't in it, but also new mods that don't make a big enough splash.
Agreed. This especially denigrates unique mods that otherwise create new concepts or mess with stats to have fun.
I have some concern that that video doesn't mention that when you update a mod, you need to remove the old mod folder before adding the new one. His method of extracting a downloaded .zip right in your /mods folder will simply merge and replace the folder when an user updates a mod, which will cause bugs.Added a note accordingly.
RE: DME missions being too easy - yeah, probably, but remember that you, the forum-posting user, are likely in the top 10% or 5% of all Starsector players.I'm actually not that good at actually flying the ships. ^^;
Do you have any detail about how my mod could mess with the spawn? I definitively don't want that to happen and need to fix it if I did something wrongI'm afraid I won't be much help there since I heard it, essentially, as a rumor. You can ask Avanitia if he knows more, but I wouldn't count on it.
(definitely need to do something abouth the Zenith :S).I mean I like the Zenith. I just made a note that anyone who wants to be a "purist" about TPCs being Onslaught-exclusive probably won't like it.
You might want to update LC and SWP. The LC Onslaught should outnumber the Cathedral 15-to-2 if Alex programmed the game's ship spawning system correctly.Okay, so I updated SWP and, sure enough, with Luddhancement active Cathedrals now spawn at what I would say are relatively acceptable levels. Not low enough for vanilla-adjacent status, mind you, but satisfactory from a gameplay standpoint at least. It seems a bit odd that your patch notes for version 1.10.5 don't mention Cathedral spawn rates being changed at all, which is why I missed it since the updates that are listed in the patch notes didn't seem like they'd significantly change anything about the write-up SWP was going to get in the mod guide.
I feel like it's more of an issue with vanilla capital spam, than with SWP in particular.It is, but that just means any other mod that were to also plug a super-capital into a faction's normal ship production would encounter the same problem.
The only good way to resolve it is to add yet another ship for the LC to spawn in the Cathedral's category