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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Messages - lgustavomp

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Modding / Re: [0.9.1a] Another random SWP
« on: August 27, 2020, 12:05:13 AM »
Thanks everyone and sorry for the long delay. I'm pretty busy at work this month.

I updated the first post with the new version to download.

Modding / Re: [0.9.1a] Another random SWP
« on: August 04, 2020, 01:31:42 PM »
gimme pls

and thank you

Modding / Re: [0.9.1a] Another random SWP
« on: August 04, 2020, 09:05:08 AM »
Because the mod lacks faction files, the Singlnir is pretty much unknown to all factions except the remnants.
Also default_ship_roles file is absent so the Graf Spee will not spawn in markets. Or is it a testing-only ship?

No, that's a noob modder fault.

Modding / [0.95a] Another random SWP
« on: August 02, 2020, 05:26:53 PM »

Are all those hundreds of "ship and weapon pack" on the forum/discord not enough for you? I got you covered my man. And here you'll see some ships and guess what? some weapons, especially a bunch of reloadable missiles that I really think is lacking in vanilla. Most of them are not so powerful (I hope) but they'll shine in longer engagements. I'm also adding weapons to fill the range gap that is huge in vanilla. There's a bunch of 900su mediums and 1000su larges. I also reworked some hullmods... more info below.


Tirpitz - very slow and cumbersome battleship, but she can easily beat the onslaught in tankiness. The built in hullmod will give her a good range and will prevent Fighters from engaging (no sluggish AI with engage command) as they're supposed to be your PD. However she lacks the killing power that the TPCs and burn drive can offer. There's also a Luddic Church version with 2 sorta bultin hammer barrages and 2 large composites (no extra range hullmod thou).

Graff Spee - a powerfull and expensive cruiser with identity crisis. She's meant to be a flagship for small fleets. She's a long broadsider, which makes her a bit clumsy in the front lines, but that is a balance feature *wink wink* because she can pose a threat to even some low end capitals. As the tirpitz, she got a range enhancing hullmod that will prevent fighters from engaging. There's a pirate version with a large missile instead of hangars.

Eagles - There are not enough eagles reskins in the forum.. so there's a couple more.

Gunther - A big (destroyer) brawler, two large hybrids plus maneuvering jets on the lions guard version. Two large ballistics plus ammo feeder on the pather.


Stage One Drive Tuning - A +1 augmented drive field. But not that easy... it comes with penalties (not so big) to maintenance cost, fuel consumption and sensor profile. Cost half the OP

Recovery Shuttles - oh boy, I don't want to be rude, but this hullmod is a waste of hard drive space. So, together with the original values, I added a small bonus to fighter target leading accuracy.

Militarized Subsystems and Packages - Context: most civilian ships are already bad (at combat) with limited stats and mainly OPs. So in my opinion, spending ~ a quarter to a third of your OP to mount militarized plus a package, that will not give you THAT MUCH of a bonus, is a bad deal. So I reduced the Militarized Subsystems cost by 20% and the Packages by a amount enough to fill that 20% discount. TLDR: now you'll have Militarized + Package for the same OP cost of just Militarized in vanilla.


Not much to talk about right now, all the art will change but the mechanics is OK and eligible to criticism. If something is too weak or broken, drop a message.

well... excuse my poor english and have fun. Ahh... Thanks passwalker, PrismaticFlux, Mora, Tartiflette, Soren, Protonus, Gwyvern, Nia and many other for the help.

Download If you are using an older version, this patch will break your save.

Lazy Lib




Patch Info:



- Added and changed some vanilla hullmods
- Reworked the Tirpitz, from sprite to stats. Now she's a proper, slow, clumsy and super tanky battleship. Also added a Church version.
- Reworked the Spee sprite, changed some stats and added a P version, with a large missile instead of the Hangar.
- Added an oversized brawler to the Diktats and Pathers
- Reworked the existing guns, so (I hope) they're more impactful.
- Added rare versions of existing vanilla weapons with some quirks. Being RARE does not mean they're better thou.
- Added two new wings. One is a heavy PD oriented support and the other is a Tachyon Lance with thrusters, because why not.

Well... there's also a Faction that I'm working on, it's VERY WIP, especially the names and the art. But the mechanics are 99% where I want it to be.


- Added Tirpitz, a somewhat nimble but mediocre armored battleship with mine strike system.
- Added Thermal Pulse Rifle, that's a tame TPC.
- Added Mallet torpedos. High damage frag/emp and reloadable dumb torpedo.
- The missiles now cost flux to fire again. And I think it make sense, because they're stronger than most of the other reloadable missiles.
- Polished the Long-Tom sprite a bit.
- Renamed and reorganized a bunch of files and entries. Things are cleaner and professional now =P
- Now requires Lazy Lib
- 0.95 ready. (if you're still using 0.91, this patch will break your save)


- Graf Spee sprite tweaked a bit now she plays a little bit more like a Conquest: High cap and dissipation but expensive and crappy shield.
- More tweaks to the rockets, they will behave better on side mounted hardpoints.
- Squall rockets not longer have EMP as their large counterpart, for balancing reasons.
- Singlnir have its alpha damage nerfed and is slightly more flux efficient.
- Eagles are 24DP now and have 155OP
- Added 3 new weapons
- Thunderbolt new sprite and added Maneuvering Jets as system.


- added two Eagle variants: a XIV themed one, with two large slots and a boring midline version of Tahlan Eagle(P) (I was training my photoshop skills)
- the new rockets are a lot more pleasant to use now, especially the pilum
- some improvements and adjustments to the thunderbolt wing, it is behaving better now.

quick changes:

- Graf Spee: hitpoints buff 10000 to 12000
- Graf Spee: armor nerf 1200 to 1000
- Singlnir: nerf OP 14 to 15
- All reloadable missiles: buff flux/shot 0


- Weapons will be properly used across the factions now - Thanks mora
- Added ship description - Thanks PrismaticFlux
- Graf Spee hullmod - now increases the range by 60% (was 100%) and is still compatible with ITU
- Graf Spee shield upkeep nerf - 0.6 from 0.5
- Graf Spee shield eff nerf - 1.1 from 1.0
- Singlnir energy/shot nerf - 600 from 500

added Thunderbolt, a heavy bomber equiped with a light needler (single burst) and two pilum rockets (not reloadable). I'll make a better sprite later.

does it have any lore connection the the knight templars? The ships design are different but the color scheme is somehow close.

great work. I think in a near future you'll have more factions than vanilla has


I have been running the mod without a problem, I have only set my memory to 4096, even though I have well over that in the system. I have about 200MB worth of mods loaded and it only seems to ever use about 2GB of RAM.

Perhaps try running it with 4GB and see if you have the same issues ?

the game wont launch with less than 8GB, my mods folder is ~900mb in size. Well, I think it is time to do a fresh install and get easier on mods.

Hey everyone

I'm using nex + vayra + a bunch of faction mods. The game starts fine, the fps is amazing and everything is fluid.... for ~30 mins only. After that the game slowly start to degrade badly, both in combat and in hyperspace. The only way to solve this issue is by restarting the game.

I'm replying to this topic because nex is probably the most complex and known mod out there. I really don't want to blame this mod, just want to know if someone else here is also affected by this same problem.

Btw, my pc is not bad but is not a gaming beast: threadripper 1950x, 32gbs ram, bang for buck ssd, rtx 2070. And I changed the memory allocation to 8gbs

Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: April 03, 2020, 03:06:35 PM »
Built in Dampened mount is a mistake on maelstrom, she's very powerful facing forward but quite vulnerable to flanking, and slow traversing/firing weapons that take 100% more dmg is not cool. If you want the extra 200 range and its dangers, spend OP to do it.
You do realize that the maelstrom got a 360 degree insta turn ability thanks to its flicker core? It is like, super duper hard to flank with anything other than frigates. On top of that ithas the micromissile array, an infinite support weapon that can annoy anything around you.

To don't make things confusing, I'll say first: the maelstrom is amazing to pilot by yourself. The flicker core does wonders there. My concern, always, is when the AI is controlling it.

so, flanking in my understandings is not when just an enemy ship get to your side. Instead is when an enemy ship get on your side while there's still another one on your front. In this situation, flicking 90º will do nothing in your favor. The wiser use of flicker core would be retreating from there.

Mods / Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
« on: April 03, 2020, 12:43:51 PM »
will we see an Excalibur (M) in the future?

Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: March 26, 2020, 09:41:01 AM »
Hi, I downloaded the mod and the ships are awesome but I can't figure out how does the IBB work. Would you share a bit on how it works?

As far as I know, you need nexerelin. Then you go to some local bars (especially independents) and the mission will be there

Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: March 24, 2020, 01:27:25 PM »
IMHO, DA is all about wanzers and Uhlan. They're brutal compared to normal vanilla. But that's all, everything else is pretty... confusing.

Built in Dampened mount is a mistake on maelstrom, she's very powerful facing forward but quite vulnerable to flanking, and slow traversing/firing weapons that take 100% more dmg is not cool. If you want the extra 200 range and its dangers, spend OP to do it.

Built in Wanzer Servicing Gantry is a mistake almost everywhere. I'd prefer 25 extra OP on a storm to spend on something else or use WSG if I really want to invest in wanzers.

Grave HMC and Glowtusk, are basically SO only guns. Vanilla autocannons have, overall, better stats. And also, why would you use grave HMC while you can use Recsons? Oh, maybe because you have a built it dampened mount, granting your recsons 0.5°/hour of traverse speed.

I also tried to go full DA: ships, wings and weapons. The experience was not bad, but I felt like I had to work against the faction traits to make them usable. And I left most of the faction weapons getting dust.

Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
« on: February 27, 2020, 05:07:47 PM »
Yeah, that speed is absolutely cool. I wish a better AI in a future starsector update. I Can handle the alastair reasonably well when I'm the one piloting, even the unmoded (by myself) alastair. I see she struggling when the AI is in command. And for that I really could use some help.

I almost never user full assault, and even with some defend commands I see them fluxed out in the front lines, tanking shots instead of tactical retreating, using steady officers. I'm I doing something wrong? Maybe the 1200DP limit I use is too much for the AI to handle :C

Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
« on: February 27, 2020, 10:45:24 AM »
Am I the only one who think the Alastair is severely underpowered?

- very low OP compared to vanilla battlecruisers. okok I know, she has the emp mine thing and siege cannon. The emp is cool against low techs but the siege cannon is not game changing enough to justify that little of OP available.
- battlecarrier lvl flux dissipation. I got lost there and don't know even what to say about it. Maybe give it at least 800? Please?
- mediocre defenses. The cruiser lvl armor/hull is justifiable by the lore but im my opinion the shield should be GOOD to compensate a bit. Maybe a 120º, so, if you're fighting too many missiles (especially hurricane MIRVS) and fighters you can slap ext. shields and front shield convert to get a decent coverage.

If she already has a strong and well defined identity/role, please tell me. Because I couldn't find it by myself. But anyway, here's a suggestion:

- 300 OP (onslaught has 360 and almost twice the armor/hull for the same DP)
- 800 dissipation (the best defense is a good offense, with her cruiser armor she'll need a good offense and a decent shield sustain)
- 120 degree shields and MAYYYBE a 0.9 dmg efficiency?
- take those 2 medium mounts in the center of the ship and turn then enough to hit targets in front. So you can mount more/better PDs (and she needs it) dedicating 3 medium and 2 large to offence and 2 medium do defense. Or go full rage with offensive weapons in a glass cannon stile. Like, i'm fragile, but try to face me head to head, 1v1, and I'll hit you with my 5 mediums and 2 large weapons.

I'd suggest to also remove one of the two fighter bays to balance things out, but she's already underpowered in my opinion, so screw it, I don't think it's needed. And slapping two of those monogram drones is really handy.

I really like this faction but I'm giving you all these criticism cause, at the first time I seen the alastair I knew she had a great potential. But to really feel it, I had to mod your mod.

So that is it.  I'd like to thank you for your time and amazing work.

Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14b
« on: February 18, 2020, 08:55:36 AM »
My nibelungs are getting perma engine flameouts since 0.3.14 even with 70+ CR

and the "assault burn" equipped GH ships (mainly vendetta and legion) are really trying to hit the enemies with their sabers when handled by the AI, even steady ones when NOT ordered to eliminate/full assault. And obviously they are getting flanked hard and dying. Also since 0.3.14

Still not tried 0.3.14a and b though

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