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Messages - ApolloStarsector

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121
Mods / Re: [0.9.1a] Interesting Portraits Pack || 375!! || (v1.2)
« on: March 30, 2021, 10:39:37 AM »
Ok, this is epic.


122
General Discussion / Re: 0.95- First Impressions
« on: March 28, 2021, 12:31:48 AM »
1. Agree that the formulas for skills being nerfed by fleet size are quite unintuitive. Maybe will get used to it.

2. Love the new skill system overall, will need more play time to be sure.

3. Story points are given way too easily. Could cut them in half.  EDIT: nevermind. Please don't cut story points in half! You can run out very easily in the end-game.

4. Overall changes, improvements, and polish, are excellent.

5.

No woman in the history of humanity has ever acted like this. The gender dice roll for all dialogue and characters is hilariously immersion breaking at some points. The first time I encountered this dialogue, it was a rough looking man. I thought, wow, this is really great writing.

123
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: March 23, 2021, 02:28:50 PM »
Changes as of March 08, 2021

Brilliant. This patch is shaping up to be exactly what the game needs. Well done.

124
Mods / Re: [0.9.1a] SpeedUp 0.7.0
« on: March 21, 2021, 11:59:11 AM »
- Added "capToFPS" option to limit a speed multiplier to a certain engine frame rate (0.0 to speed up regardless of frame rate)

Actual coding god, the hero gotham needs

125
Mods / Re: [0.9.1a] Nexerelin v0.9.6g "Earth and Sky" (fixes 2020-08-09)
« on: August 28, 2020, 09:29:59 AM »
Balance suggestion:

- Agents are too powerful. You should only have access to one agent, plus one if you invest in the skill point (that node is weak anyways, so this would effectively buff it). I know that this can be adjusted in the config, but it's unclear if this affects the AI factions as well.

- The agent ability to lower or raise relations is far too powerful. It's much too effective and doesn't cost enough. As it stands, even if Hegemony is an absolute powerhouse in a game, I can simply use two agents (even one agent if I'm handicapping myself) on Hegemony and another faction and delete their relationship over a moderate amount of time. At this point, I don't use my agents to adjust relationships, as it basically results in an effortless and bland victory over the sector if you pit the top factions against each other.

Other than that, I love your mod. It's incredible and it's very popular for good reason.

126
Mods / Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
« on: August 27, 2020, 12:35:24 AM »
You are a creative powerhouse. The sheer brilliance of your ideas combined with outright trolling is unbelievable. Downloading your mod so that I can destroy these hideous monstrosities you call ships. I'm amazed that Quetzalcoatl works as well as it does.

127
Confused about how to properly edit the config files, and want an easier/smoother version of ruthless sector? I have tested settings for an easier, but still hard Ruthless sector. I've cut the magnitude of the bonuses by about 50%, but I've decreased the magnitude of the penalties by about 50%. I've also disabled the combat difficulty scaling, as I found it alternately too punishing and too rewarding. These changes make the mod less jarring. I hope this helps somebody!

1) In the mod's root folder, edit RUTHLESS_SECTOR_OPTIONS.ini

    # EXPERIENCE GAIN #
   "scaleXpGainBasedOnBattleDifficulty":false

   # GALATIAN STIPEND #
   "galatianStipendPay":3000, # 15000 in vanilla     DEFAULT 1500

2) Now navigate to  Starsector\mods\Ruthless Sector\data\config       edit settings.json

   # FACTION COMMISSION SETTINGS
   # These override the vanilla settings file
   
   "factionCommissionBounty":450, # 300 in vanilla    DEFAULT 600
   "factionCommissionStipendBase":4000, # 20000 in vanilla     DEFAULT 2000
   "factionCommissionStipendPerLevel":300, # 1500 in vanilla   DEFAULT 150

128
Bug Reports & Support (modded) / Re: Battle Not Ending
« on: August 16, 2020, 10:49:38 PM »
Scy has a script to deal with that bug. It should work even when adding them to an existing save.

Hi, I ran into the retreat bug. I am using SCY nation among several other faction mods. I see the script. How do I use it? It was such a long battle, haha. I'm going to leave the game open in case there is a way to force the battle to end.

I associated it with Java and launched it, nothing happened.

129
Suggestions / Re: Mid-End game threat of the galaxy: The Scorn
« on: August 15, 2020, 01:09:39 AM »
Brilliant idea. I would love something like this. We need more of a late game challenge, and this provides that with also a much appreciated horror / alien angle.

130
Blog Posts / Re: Personal Contacts
« on: August 13, 2020, 09:52:12 PM »
Very exciting! Can't wait to play around with the new content.

131
It's no secret that some of the architects of this game made deliberate efforts to avoid casting too many young, attractive white people. That's fine, and I totally understand that this is supposed to represent the future for all of humanity.

"... these characters should not be a bunch of good-looking young white people with a few token others thrown in."

https://fractalsoftworks.com/2016/11/12/the-grim-visage-of-space-pirate-ivaylo/


However, I think that this sheds some light on the ideological perspective of some or many of the game designers. When playing the game, I am struck by something absurdly unrealistic: there is zero correlation between female and male officers and aggression / timidness. Additionally, there seems to be zero correlation between sex and vocation - exactly as many women are interested in becoming marines for offworld raiding and conquering as men. The comparatively lower rate of criminality of women is something that women should be proud of. Yes, they have an average difference - and it is a good one.

In the USA, in 2015, women made up a mere 10% of the total inmate population of prisons. Is this because of societal pressure? No. Obviously not, to any thinking, rational person (especially if that person has a background in biology, genetics, psychology, etc). This is due to to genetic variations in male and female behavior, by a vast margin.

Men and women have average differences, and that's alright. My immersion is broken by games putting people through a Marxist blender and outputting cosmetically different people who are absolutely interchangeable at their core. Another example from different games: a female warrior in an RPG can lift the exact same amount as a man, punch just as hard, and run at the exact same speed - this is an obvious falsehood, told in order to humor left-wing games 'journalists' who then hand out their 'reviews', filtered through their biased and anti-scientific way of looking at the world.

My goal here is not to attack anyone. I adore this game. Even if nothing changes, I will still love this game. But I think that we can treat different groups of people with slightly more realism and reverence than making them interchangeable units that only differ in terms of facial cartilage and skin color.

132
Mods / Re: [0.9.1a] SpeedUp 0.6.1
« on: July 21, 2020, 03:23:48 PM »
Thank you! My hero.

133
Mods / Re: [0.9.1a] SpeedUp 0.6.1
« on: July 19, 2020, 10:25:36 AM »
I wonder if the total number of concurrent sounds, when using a high speed up multiplier, results in a significant performance impact. I tried searching for how to adjust the maximum sound channels in starsector (including in the config files), and I found nothing. Do you think that this is a possible area where performance is being lost, and do you have any ideas how one might potentially adjust it? No worries if this is out of your wheelhouse.

134
Mods / Re: [0.9.1a] SpeedUp 0.6.0
« on: July 10, 2020, 11:40:10 PM »
Preserving the fidelity of the simulation:

People say that the minimum is 30 FPS, otherwise the simulation will be degraded. However, shouldn't that be 30 FPS of normalized game-time? In other words, if running the game at 4x speed, shouldn't the minimum FPS be 120?

135
Cool, thanks for the quick response :)

Now that I have a decent start in the game, I'm reactivating it. Theoretically, that's how I can manipulate the difficulty, by progressively enabling this mod earlier and earlier.

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