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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Chairman Suryasari

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Mods / Re: [0.95a] Kazeron Admiralty
« on: May 08, 2021, 04:06:57 PM »
Will you add
viable Conquest
in the future  :) ?

Also nice skin! Persean will have armada worthy protecting it.

Modding / Re: [0.9.5a]Hullmod Expansion Revived V0.01
« on: May 08, 2021, 04:01:59 PM »
I think Phoenix still active in YouTube comment assuming they're the same person, because both appear in old Starsector videos and random video I watch including Sseth. But he seems really upset back then, changing his account name, and leave for good.

He seems to have issues with temperament but the fact he comes back for a moment to say sorry about the drama and re-uploading his mod before deleting it again saying a lot about him. I hope he get better wherever he is.

Modding / Re: Need some creative advice on ship skins...
« on: May 04, 2021, 04:24:39 PM »

You should try asking around Unofficial Discord for that, they're more active baking mods there.

Starsector Unofficial Discord Server


Somebody already making a paint job mod using hull mods method, it is possible to do this for everysingle faction. It will be better if you can only acquire these paint job if you have their commission and get some small bonus like commisioned crew but for paintjob.

[0.95a] Paintjob ver 003: Swapping skins in-game

Mods / Re: [0.95a] Iron Shell 0.09z
« on: May 04, 2021, 01:57:49 PM »
We need "Iron Shell Update" channel for Youtube that upload "Daily Iron Shell Update : Day n" everyday just for the fun of it.

Modding / Re: [0.95a] Survey Corps Ship Pack
« on: April 25, 2021, 08:02:14 AM »
That's actually good looking kitbash holy cow. You have a lot of potential here.

My only criticism is probably Yonder-class, it's too easy to see what vanilla ship it's a part of. Will you play around with more mainstream kitbash material from low tech, midline, and high tech? They're easier to blend.

Can wait to see your next work! And don't sell yourself short, okay? Have a good one!

Suggestions / Re: Mod policy for the future, Steam Workshop maybe?
« on: April 25, 2021, 01:58:08 AM »
Also, I personally don't believe there is a problem I just saw a couple of posts on the Interstellar Imperium thread, I immediately remember Rimworld that's why I want to ask this to Alex, it's a spontaneous reaction really. I just want to know what Alex think about and make it a guideline for all to see.

And please don't take any of this personally, I don't want both of us write a manifesto for each other, it's not a good use of our time.

Suggestions / Re: Mod policy for the future, Steam Workshop maybe?
« on: April 25, 2021, 01:41:20 AM »
I'm sorry about the pricing, i don't know how much USD worth really is.

Suggestions / Re: Mod policy for the future, Steam Workshop maybe?
« on: April 25, 2021, 01:06:56 AM »
(also bold of you to assume this game will get Workshop support given how it would basically break your save every other week because you can't block mod updates. Oh and the requirements on the game code are apparently not insignificant either)

About Steam Workshop, maybe I'm little naive about it, but I wish this game had one so I can try some unique mod out there from the other side of the world like Starsector Chinese mod community with the translation patch for example. So yeah, it's basically my egotistical reason for why I want this game to have one.

I also think about exposure to you guys, maybe more people will support you monetarily or we can make a Mod Marketplace where mod user and mode can easily order and take commission similar to Rimworld. Like you said Tartiflette you prefer paint job commission that can be finished with one day, with bigger exposure, you maybe will get more of them more often. 5 dollars for Itasha Onslaught seem pretty sweet.

But hey, who am I to say something like this right? I don't know the struggle of making a mod, I'm just the one who uses them so maybe my opinion carry little to no weight at all.

Suggestions / Re: Mod policy for the future, Steam Workshop maybe?
« on: April 25, 2021, 12:14:57 AM »

You may create and distribute modifications, tools, or plugins ("Mods") for the game. By "Mods", we mean something original that you or someone else created that doesn't contain a substantial part of our copyrightable code or content. Ludeon has final say on what constitutes a Mod and what doesn't.

With regards to Mods, the following terms apply:

    Your Mods must be distributed for free, period. Neither you, nor any other person or party, may sell them to anyone, commercially exploit them in any way, or charge anyone for receiving or using them without prior written consent from Ludeon. Commercial exploitation includes but is not limited to in-game advertising, other advertising or marketing for any company, product or service.
    You may accept donations in connection with modding, but they may not be tied to the delivery of a specific product or service. You cannot try to push or force or pressure users of your Mod to donate to you in any way. Your request for donations must be unobtrusive.
    You may not advertise for donations within your Mods themselves.
    Your Mods must only work with the full, registered copy of the Software, not independently or with any other software. Your Mod may not be distributed together with the base game as a "modded version" of the Software.
    Your Mods must not contain any illegal material.
    Your Mods must not contain any material that violates copyright, trademark, or other intellectual property restrictions.
    Your Mods must clearly be presented as community-created content and not as thought they were official or made by Ludeon.
    Your Mods must not misrepresent what they are or their purpose, or deceive players in any way they wouldn't reasonably appreciate.
    Your Mods may not be used as a vector for spreading malware.
    Your Mods may not defame, attack, or bully any individual.

You own content you create. However, by creating any Mod or derivative work from RimWorld or making any content available on or through the Software, you agree to give Ludeon permission to use, copy, modify, adapt, distribute, and publicly display that content, for free or as part of a commercial arrangement. This permission is irrevocable and lasts forever. You also agree to let Ludeon permit other people to use, copy, modify, adapt, distribute, and publicly display your content, for free or as part of a commercial arrangement. This permission can be sold or licensed to anyone. Though we generally like to credit everyone for their work, we're not required to credit or acknowledge you if we use anything you created, or if we allow another to do so. If you don't want to give us these permissions, do not make content available on or through the Software. Please think carefully before you make any content available, because it may be made public and might even be used by other people in a way you don't like.

You're allowed to 'decompile' our game assets and look through our code, art, sound, and other resources for learning purposes, or to use our resources as a basis or reference for a Mod. However, you're not allowed to rip these resources out and pass them around independently.

Modding / Re: Ideas for faction mod?
« on: April 24, 2021, 03:49:08 PM »
I personally want a faction similar like HMI in concept, but more offensive, using a jury-rigged ship that produces the highest damage output of their class with a built-in weapon with one big downside, their ship cannot be recovered no matter what, their ship is not built to last, their purpose is just to hit hard and hit fast.

And maybe throw campaign mechanic as well like need a lot of crew, can't stand hyperspace storm and corona, but cheap and really fast to repair plus recovering CR, encouraging players to keep going from combat to combat.

They can be high tech, midline, low tech or even better, an amalgamation of the three to produce the highest damage possible. Will this faction make sense? Maybe not, they probably tear apart the lore and annoying to deal with if you got the short end of the stick, heh.

But they probably fun to play with Iron Mode.

Modding / Re: Ideas for faction mod?
« on: April 24, 2021, 03:26:21 PM »
I made a ship (frigate) that IS the weapon... but it's a little too powerful at the moment as it can solo 3 Paragons if not more...

If I'm not mistaken Mayasuran Navy has a ship with fighter bay that doesn't use normal fighter instead they use frigate. And HMI has a weapon that literally a mining frigate (or a fighter?) that get converted into weapon haphazardly jury-rigged into weapon mount.

Mayasuran Navy
Hazard Mining Incorporated

Suggestions / Mod policy for the future, Steam Workshop maybe?
« on: April 24, 2021, 03:09:25 PM »
Alex, will you change your stand on mod policy when this game releases on Steam and get Steam Workshop support? You Rimworld right? A really modable game fill to the brim with content made by the community.

In that game term and services it basically says if you make a mod for this game and you release that mod on this platform/or make it public in general, it's basically become free for all other modder to edit and modify it, that's why there is so many unofficial versions, forked version, improve version, etc. And the game dev can add mod features without modder permission.

But there are still ethics on the Modding scene there, most of the modder and the dev will give you proper credits and everything but it's not required by the term and services. You can try to not give a proper credit, but it's basically an easy way to get look down upon by the entire community, generally not a good idea.

It's really good to preserve old mod that has been abandoned or the author has something to do like mandatory military services for Korean modder or simply the modder stop playing the game and leaving the community for example. Or to avoid feud, drama, and conflict in the community regarding mod content that the author knowingly made public.

So what your stand on that? Will you keep the mod policy to individual modder or take a similar approach like Rimworld dev?

I think it's more about the Starsector engine limitation, so yeah, maybe someday when this game release on Steam we will get an engine mod with injector like RimThreaded or total engine rework similar to OpenMW or Open Morrowind that replace the vanilla engine of TESIII with a new engine from scratch. But for now, you will have more chance to play Witcher 3 with 200+ mod that run at 60 fps.

Modding / Re: Increase skills selection when level up an Officer.
« on: April 23, 2021, 03:35:42 AM »
I don't have a problem with 5 skills or whatever that's not the problem, I just want more selection when I leveling up my officer similar to this. I know that now we have 4 selection when leveling up, but it's still so random for no good reason, I don't want carrier skill on my gunship capital officer, is there a way to increase it to 6 or 8 selection?

Modding / Increase skills selection when level up an Officer.
« on: April 22, 2021, 03:18:37 PM »
Is there a way to do it? I try to search for it in the settings. json but nihil. 4 selections of skill feel to restricting to especially when I no fighter bay capital officer get a skill that benefit the use of the fighter bay out of nowhere, I want more control of my officer skill.

There is a mod for it for 0.91a called "More Officer Skills" but the author haven't active since October 22, 2020.

I don't have the trade to make my own mod. I don't mind editing the game code itself if it what it takes.

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