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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - DrTechman42

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1
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: October 05, 2022, 11:33:57 AM »
The ship to the right from what seems to be the new Unsung is supposed to be the Jackhammer, right? If so, please consider making the laser cannon moderately longer. In case of the original, it was almost as long as the main part of the ship, which made it quite clear what is its main strength. Here, at a glance, I cannot understand if it is even a cannon, or just a weird prolongation of the ship. This looks like a sawed off version for close combat, but even the mere thought of it screams of heresy.

And thank you for doing all this.

2
Mods / Re: [0.95.1a] Exotica Technologies v1.0.8b
« on: June 13, 2022, 11:47:22 PM »
I had an idea about the Derelict and Remnant upgrades being available for normal ships. The key is to make them feel earned. In ESR you could just dump huge amounts of money (that could be earned in a tedious and uninteresting manner) into a ship and go kill god with it. This did not feel good as you could do it without leaving your starting system at all, which is boring.
Since Starsector is first and foremost about combat, any upgrade to your power that you get through combat feels significantly more validated (basically New Vegas perks that you get for defeating a number of specific enemies).
I propose that these upgrades should become available by cannibalising the original ships. Par example: you want to install Advanced Flux Conduits on an Eagle. You get yourself the perk to be able to recover automated ships and go kill some Remnants, recover some Brilliants and then convert them into an upgrade for your Eagle. The Sector is degrading technologically, thus the cannibalising process is inefficient, you need more than one ship of the same class in order to achieve the same result. The automated ships perk shows that you are proficient enough to even attempt that. Then you can decrease the number of ships you need via engineering skills (the more you have, the less ships you need to succeed).
The derelicts don't have capitals in vanilla though. Maybe in their case a significant number of their cruisers could do the job?

3
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.7
« on: June 13, 2022, 12:16:32 PM »
Damn, that's a big supertanker. I like how it's similar to Unsung. Will go nicely along an actual Unsung.

Thanks for an update!

4
Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: June 12, 2022, 03:22:33 AM »
How about limiting the amount of colony items that you can get from a single planet? Like no more than one pristine nanoforge per planet. It's kinda weird to get like 5 Domain's most precious belongings from a random planet that normally does not need more than one. And get only weapons/blueprints afterwards. Dozens upon dozens of corrupted ones also do not feel earned and are eventually regarded as trash items.

It's a question of taste though, some kind of options would be appreciated.

5
Mods / Re: [0.95a] Terraforming and Station Construction (v8.1.1)
« on: June 09, 2022, 09:12:03 AM »


Hmm, where did this crash occur? In a procedurally generated system, or a core world system? Can you send a screenshot of the location? Thanks!
Yeah, sure. It was a random one. It'd happened right here.
Edit: the only thing that I've done to the system is that I've teleported New Mezan here via IndEvo. But I've previously done it and did not encounter a crash.

6
Mods / Re: [0.95a] Terraforming and Station Construction (v8.1.1)
« on: June 09, 2022, 09:01:14 AM »
Hello, I have a crash situation here.
Here is the log
Spoiler
5357033 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: data.scripts.terrain.MagicAsteroidFieldTerrainPlugin cannot be cast to com.fs.starfarer.api.impl.campaign.terrain.AsteroidFieldTerrainPlugin
java.lang.ClassCastException: data.scripts.terrain.MagicAsteroidFieldTerrainPlugin cannot be cast to com.fs.starfarer.api.impl.campaign.terrain.AsteroidFieldTerrainPlugin
   at data.campaign.econ.boggledTools.getAsteroidFieldOrbit(boggledTools.java:482)
   at data.campaign.econ.abilities.Construct_Mining_Station.activateImpl(Construct_Mining_Station.java:67)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:220)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.pressButton(BaseDurationAbility.java:187)
   at com.fs.starfarer.ui.newui.G.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

Tried constructing a mining station and crashed. I've previously been able to do that successfully, so I'm not sure what went wrong here.

7
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.51
« on: June 09, 2022, 08:57:44 AM »
Hello. Have someyhing to report. Built in ECM does not remove the electronic warfare debuff. Have it s-modded and the weapon range is still reduced.

Other than that, really enjoying the mod. Thanks for making it.

8
Mods / Re: [0.95.1a] Exotica Technologies v1.0.7
« on: June 05, 2022, 06:44:09 AM »
I think something's wrong with the derelicts. Before the engagement I'm told that the other fleet has some exotica technologies installed, but if I look through them via F1, there will be no exotica hullmod.

After observing it a bit more, I came to a conclusion that the mod does not like fleets within probes/survey ships/motherships as it's impossible to open a comm link with these. The fleets out in the open are working just fine, but these don't seem to.
Also, are we capable of exracting remnant and derelict-specific upgrades to use on a different ship (just like exotics)?
And I'd suggest to lower the price of exotics items. You find them in huge numbers and getting a several hundred thousand credits each time you go for a walk in the outer regions does not seem fair.

9
Mods / Re: [0.95.1a] Exotica Technologies v1.0.7
« on: June 04, 2022, 12:03:19 AM »
I think something's wrong with the derelicts. Before the engagement I'm told that the other fleet has some exotica technologies installed, but if I look through them via F1, there will be no exotica hullmod.

10
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.6
« on: May 02, 2022, 12:15:21 AM »
Not dead yet!
We are this close to such a phrase not being a joke. What a time to be alive...

11
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: April 29, 2022, 06:34:09 AM »
I'm very happy to see Unsung again. If it's not set it stone then I have a minor request. Please give the corners back. I'm feeling extreme aggression towards these rounded ones. Your word is the final one, but these are too... round.
Everything else (apart from the weird vent between the large mounts) is nice.
Thank you for your work, hope you are having fun while doing it.

12
Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: April 19, 2022, 10:02:57 AM »
I'd like to reiterate that concern. I've been running three Vast tech-mining planets (all SP-upgraded and alpha-cored) for several years and still have yet to see a superweapon to drop. Mira says some of them are made to be as common as a tachyon lance and those 7 pristine nanoforges that I'm looking at are definately less common than the lances.
RNG does not favor me this time.
Edit: oh, two prisitine nanoforges in a single month. Great catch!

Nope, it was just the RNG that was messing with me. Got a couple of superweapons soon afterwards. Rarer than I thought, but there is no problem with the mod.

13
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.6
« on: April 19, 2022, 05:45:32 AM »
Knight Chase, is everything alright? Haven't heard anything from you for the last couple of months and these months were rough to say the least. Hope you are doing well.

14
Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: April 03, 2022, 10:59:18 AM »
I'd like to reiterate that concern. I've been running three Vast tech-mining planets (all SP-upgraded and alpha-cored) for several years and still have yet to see a superweapon to drop. Mira says some of them are made to be as common as a tachyon lance and those 7 pristine nanoforges that I'm looking at are definately less common than the lances.
RNG does not favor me this time.
Edit: oh, two prisitine nanoforges in a single month. Great catch!

15
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.1)
« on: January 25, 2022, 01:41:13 PM »
A better mod for you might be "modified industry requirements" or something like that. It's a mod that allows you to configure the condition requirements of items like the soil nanites.

I completely agree with the restrictions on colony items, which does result in a significant number of planets being dumped, but it makes THE planet that you eventually find so special. It's just the fact that the process that I've initiated and sponsored (terraforming) ends up creating unwanted results. I'm unable to find the proper adjective here. Annoying? I don't know.
Well, it's not a big thing and no one stops those who disagree from editing the save file.

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