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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Farya

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1
Let's at least allow the modders to explain themselves, and allow it if it's directly mentioned in the modpage
crashcode can be used to prevent fundamentally uncompatible mods from being played knowing it'd have a certain moment where it'd corrupt saves on next load because of how they fundamentally work together

a blanket, no context ban when there may be legitimate, technical reasons for it is a terrible idea

(also i'm making a mod that will have a (fake) worm and thus is technically a malware if your definition is very, very loose, and since you talk about no-context bans, even barely-fitting definitions becomes applicable)
There is no legitimate reason for crashcode ever. If you have a genuine mod incompatibility with other's works - just state it clearly for users. We already have a plenty of megamods that naturally don't work together.

2
I thought the point was to make friends more. Or at least expand on the story impact of NPCs.
Quick suggestion for a better title could be "Living Universe- Maybe the real starsector was the friends we made along the way"

Something similar to Mount&Blade system would be genuinely interesting to have. With captains from various factions which you can recruit and interact with. With each offering unique skills to assist the player in combat and maybe also on campaign layer. Would be interesting for example to have a captain who can serve as colony administrator when you don't currently need them as part of your fleet. They would also have their own opinions on your actions and will complain or leave outright if you do something they don't like. Pirate captain will find you boring if you are too diplomatic. Some humanist scientist will object indiscriminate bombardments. Pather captain will enjoy smashing remnants and denying that alpha for TT researcher. And they could potentially interact with eachother, which means player will have to deal with conflicts that arise between them or only keep people who can get along without much intervention.

3
Mods / Re: [0.97a] Roider Union 2.0
« on: February 12, 2024, 02:31:32 AM »
How does Roider Dives/HQ interact with Luddic Population? I think it would be valuable to have them allowed to fill in the need for another industry/larger patrol/organics source for luddic colonies with mining and military bases disallowed. Because roiders bring resources from elsewhere and are militia, not military.

4
I also feel that having high relations and\or commission with Hegemony should provide you with some kind of help regarding the League. If the League can keep the Hegemony away from you using AI cores, why shouldn't the opposite being true as well?

5
General Discussion / Re: My colonies are getting curbstomped in 0.97
« on: February 11, 2024, 01:40:59 AM »
You can avoid everyone but pirates but sticking to a sole size 3 colony of any type. It won't attract attention, no matter what you do. You can mine ore with mantle bore and alpha core admin - it would still not do anything. So just pick something that doesn't grow on it's own in size (or does so painstakingly slow) and you are fine.

6
General Discussion / Re: Luddic Majority spoiler
« on: February 10, 2024, 02:57:37 PM »
Yes, commerce should probably be added to the list of blocked industries. It probably wasn't due to limiting habitable worlds to only two industries. With commerce allowed, that makes 3 out of 4 industries max, which tends to be all you can shove onto a habitable world anyways. At least without angering the Path.
You can handwave some of the lore issues by saying that commerce might allow usury and greed, but it also allows business freedom for individuals as well. Which freedom and autonomy are clearly what our Luddics want.
I think blocking polluting industries is just enough. You are already limited in what your colony can build at the cost of everything that remains and produces goods being better at it.

UPD to avoid double-posting.
This is well-written, and a good explanation, but it is odd that military bases are disallowed while commerce is. Mining, refining, and heavy industry all make sense - they're clearly environmentally unfriendly. If the opposition is more ideological than environmental, wouldn't they dislike the moneylending/greed/etcetera that commerce entails?
Islam forbids usury. And yet developed islamic countries have banks operational. Sure, they don't issue loans the same way, western banks do, but they exist. As people above already pointed out the word of religion and the way people interpret it in practice are not the same thing.

7
General Discussion / Re: Luddic Majority spoiler
« on: February 10, 2024, 08:35:35 AM »
You'd think Luddics would like mining, since most of their stuff is mining equipment.
Mining is not exactly healthy for environment, and luddics seems to be very into preserving the nature. Mining also attracts people doing drugs, which is sinful. It makes perfects sense for luddic population to detest mining on their home planet. However it's strange that Patrol HQ is allowed but not military base. Like, sure you don't like the miitary, but the base here in first place is to protect you from pirates. Or even the oppressive grasp of the Church itself.

8
Mods / Re: [0.96a] Roider Union - Expeditions - 1.4.6
« on: February 08, 2024, 10:12:02 PM »
I wonder if Roiders would have their own crisis later? Currently Roider HQ is pretty weird and costs too much to set up for what it provides. Maybe you should not need a blueprint (sold only with commission) for one, but it would generate it's own crisis points? And resolving it would boost the HQ.

9
Suggestions / Re: Internal fleet promotion buff
« on: February 08, 2024, 02:51:43 AM »
Internal promotion would be useful if you actually get to choose personality of an officer and them starting out as mentored. So if you like mentoring officers into a desired build it would be better than hiring level 1 officers elsewhere.

10
Suggestions / Re: Converted Fighter Bays to be made usable for any carriers
« on: February 08, 2024, 02:41:27 AM »
Disassemble Reassemble mod had a hullmod like that and it was very fitting and useful for salvager runs. You found and made operational some carrier in your travels? Turn it into makeshift freighter, especially if it got hullmods which severely affect it's capacity as carrier. You can refit it for combat later as you return from the core. Having it require less of a likely limited during exploration crew is also a good bonus.

11
As in the header. It's pretty silly that issuing commands to your own flagship costs you a command point. Sure, you can move it around yourself manually when needed, but sometimes you simply need to have your attention elsewhere when playing like an admiral.

12
Am i missing something with the unique captain from the banshee start? Feels like in the middle of my playthrough they were just gone? or are they tied to the little drone ship?
Technically they are unique AI core. So if you lost and didn't recover their ship - they are gone for good.

13
Announcements / Re: Starsector 0.97a (In Development) Patch Notes
« on: January 24, 2024, 09:26:53 PM »
@Alex:
  • Will Escort Package modify ship and fleet AI accordingly (giving first pick for Escort orders to ships with Escort Package and making those ships escort others even without orders, instead of going frigate hunting)?
    That would save so much hassle, that it alone would make the mod so worth it!
I would certainly like this one. If you go out of your way to outfit your ship for escort duties, it might as well do so by default without your close overwatch. Or at least make ships with that hullmod bias sticking close to larger allies rather than charging alone.

14
Suggestions / Re: One Restore to rule them all
« on: January 01, 2024, 01:21:00 PM »
Yes, please. It's always annoying to try out new things in some rare ship only to end up with s-mod that you don't actually need. Or maybe you get a better weapon for your Apogee to replace that autopulse laser, so s-modded Expanded Mags are no longer needed. Some hullmods are more useful early game than others.

15
Mods / Re: [0.96a] Mayasuran Navy 10.0.1 RC1
« on: November 18, 2023, 03:01:03 AM »
Could you possibly add a "lore friendly" mode toggle that simply adds non-prime ships to the League, but without the faction itself by default?

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