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Messages - Farya

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16
Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: September 05, 2023, 11:48:10 PM »
So what about some other space anomalies? Like a kind of space maelstrom that sucks your fleet in to throw it out in different direction? And there is also a risk to lose smaller or slower ships in process. Safety Procedures skill or just having a tug could help greatly with actually trying to use one for good instead of being a hazard. Getting Ox more uses aside from more burn might be more interesting in general. Especially if you could and would need to configure it with special hullmods to serve different purposes. Using a Tug to merely assist your fleet in navigation might actually reduce the upkeep somewhat.

17
Mods / Re: [0.96a] Mayasuran Navy 10.0.0 RC1
« on: June 01, 2023, 11:00:32 PM »
Could you possibly add more Nex starts with Mithuna? Persean League or independent start would be fitting for base variant as new Explorer option.

18
Suggestions / Re: Uniquify the player faction (with few more ships)
« on: May 13, 2023, 12:17:49 PM »
I'll definitely support this through "unique" blueprints found while exploring and in ruins that were lost to the sector. The lore I will write for these is that these were either civilian vessels that were less popular or alternatively were experimental military blueprints that were never accepted.

It's also plausible that once a player gets their faction to a certain minimum size a quest line can be generated to found a research facility under the control of the new faction that provides active research into player faction ships, reverse engineering tech (already in a mod but could be made canon), and providing other benefits like income or ship quality improvements.
What if it was something from Galatian Academy? Might be a fitting reward for the end of quest line. And before that some of these ships could rarely appear in Galatian shuttle service fleets and the like. Something like a Nebula turned into an armed survey ship and other civilian hulls Academy could have procured and modified for their uses.

19
In this patch, and in patches previous, I place Blast Doors on all combat ships as a rule. It's a head canon thing, like Recovery Shuttles on all carriers with human pilots. I like to imagine it raises morale, increases loyalty, and most importantly, it does actually save lives.

It's unfortunate that most of your fleet was disabled. I lost a wing of frigates carelessly just the other day while I was distracted. Whether or not you're committed to using Blast Doors, I highly recommend having a Nebula (or two) or a Starliner in your fleet with built-in Additional Berthing, depending on your crew requirements. Ideally, if you're expecting heavy casualties, you will need to cover at least 75% of your combat ships' total crew requirements in the space your personnel transports provide. That is to say, you do not need to have that space filled with replacements, just available to host survivors while ships are recovered.

As you are no doubt aware, it is still helpful to have replacements available in case of a mass casualty event. But, do not be tempted to fill your berths to their limit if you are using Blast Doors, or the overflow will be lost.

Good luck on your next engagement, Captain.
Exploration ships like Apogee or Venture also have a decent crew capacity for extra crew. And Venture with Bulk Transport skill is a very good addition to early fleet anyway. I personally prefer to s-mod Solar Shielding on every single ship. It fits roleplay wise and it's useful in general.

20
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: May 13, 2023, 03:19:27 AM »
Hello dear mod dev, im wondering if you planing to update this mod to 0.96, or is this mod for now on hiatus/abandoned?
It's very likely be majorly reworked as luddites got a plenty of new content now. I would really expect some ships outright removed as these are no longer required with new vanilla ships occupying their niches. Because that's what already happened before.

21
Mods / Re: [0.96a] Roider Union - Expeditions - 1.4.6
« on: May 12, 2023, 07:27:53 AM »
It should, but I have not done anything to integrate that yet.
Good to know. Without such integration HQ currently is pretty underwhelming. It's deficient in terms of upkeep even with those resources collected while no longer serving as cheaper military base with market added. So you get neither income nor defenses.

22
Mods / Re: [0.96a] Roider Union - Expeditions - 1.4.6
« on: May 11, 2023, 06:32:10 AM »
With hostile activity added in latest update - would Roider HQ count as military base for reducing this activity?

23
Suggestions / Rewired Drone Bay hullmod.
« on: May 08, 2023, 08:55:05 AM »
Looking at how Remnants modular bays have a check for wings being only unmanned ones - might it be interesting if you could modify a Venture and potentially other ships with built-in wings to deploy a different drone wing of your choice instead? Even Wasps could be something some pirate would try to deploy from Venture.

24
General Discussion / Re: skills "limitations"
« on: April 28, 2023, 03:09:47 PM »
Bulk Transport is unique in that it doesn't scale linearily, i.e. you'll always get around 1000 extra cargo/fuel from it even if you have 10,000 base cargo/fuel capacity.
It's main selling point to me is +2 burn for EVERY non-militarized civilian ship. That includes Venture which gets a decent burn this way on top of increased capacity - makes it an actually useful early game exploration ship without having to get a comically large crew or S-mod ADF. Some modded ships like yellow mining/exploration ships from Vayra Ship Pack also become much more usable this way.

25
Suggestions / Re: Buff Wolf (P)
« on: April 28, 2023, 03:01:44 PM »
Never had much problems with Wolves early game - just get a Condor or converted hangar ship to deploy Talons. However making it more offensive focused sounds good and perfectly in line with how pirates convert their ships.

26
Suggestions / Re: Do not chase frigates order
« on: April 28, 2023, 02:59:22 PM »
Could AI simply be modified to account for hull/burn difference? If the ship can't reasonably keep up with enemy chased - it will not, unless it has nothing else to do. Also might be interesting to has toggle/command to specifically chase down or ignore retreating enemies, so your fleet would either let retreating ships escape and focus on those that keep fighting OR specifically focus on pursuing damaged/out of PPT ships.

27
Or maybe you, at a dock, can replace some systems with durable ones that suck, but also are easier to repair.

Get this voice of sanity out of here.
Could always go a little nuts with these new intentional d-mods. Pirates and pathers do crazy modifications to their hulls, why can't the player?

Also it's silly that of all things possible, player could not decide to only pressurize the areas needed for a skeleton crew to make preparing the ship for combat faster and cheaper - you don't really need all of these dinning rooms and football fields on your Starliner if you are not currently loading it full of marines or colonists and just use it as converted carrier/survey ship. If you got an actual tanker you may also want to remove external fuel tanks on your frigates to make them less volatile without the need to drain the antimatter etc.

28
Suggestions / Re: Converted Hanger Rebalancing
« on: February 20, 2023, 09:18:44 PM »
Actually I am a little bit confused why can you convert a built-in drone bays into more storage space but not modular deck. Shouldn't there be a similar hullmod for modular decks as well? Cargo/fuel space reduction for Converted Hangars also sounds thematically appropriate.
Also might be interesting to have another option for ships with drone bays - a hullmod that allows to replace built-in drone wing with a modular bay that only fits drone wings at penalty. Because crude hacking Venture to deploy Wasps or remnant wings is something some pirate would definitely attempt to do for giggles.

29
Modding / Re: [0.9.51a-RC6] Starsector Portr-Ai-t Pack and Ai Model
« on: December 01, 2022, 05:23:15 AM »
Here is my first try with the 2.0 version of your hypernet using a portrait of Alexander II as the img2img base, I painted the background of the original image black in photoshop:
Spoiler
[close]
Generated 100 images, about 40 were good enough (a very high percentage!), did some minor fix up and then batched em' through photoshop auto resize and smart sharpen on 50%.
Second row, fourth one is my favorite, such sad melancholic look. Some really look like gruff Russian naval officers, I really appreciate the fabulous mustaches.
The img2img generation probably needs some keywords to improve the intensity of the lighting, it did generate all pictures with a perfect black background, so might be a good way to save time.
The coat is a little overly greebly, maybe my image size is set too high?
Here are the settings:
Spoiler
Russian officer with a mustache wearing a peaked cap, black background, starsectorportrait, sabattier effect
Steps: 40, Sampler: DPM2 a, CFG scale: 7, Size: 704x704, Denoising strength: 0.75, Mask blur: 4
[close]

I first tried your sample prompt from readme and I think your current version might be tad over trained as it really did not want to give me a balaclava.
> Alexander II as Hegemony captain.
Tanc a lelek starts playing.

30
I wanted to ask but how does the rift generator work exactly?  It looks like it creates a portal to a new system and brings the planet with it, but I'm hesitant to relocate it away from the core of my worlds since I don't know if the portal remains in it's original position or not as while I would like a fast travel from one end of the galaxy to the other I don't wanna risk sending my planet into the unknown.


Side note:  Friendly watch towers have the same text as hostile ones.
Your planet is moved into a random system in your chosen direction within a covered range. So you kinda can predict where your planet will be somewhat depending from relative system placement - just check the distance between neigbouring systems and yours to see what systems are potentially eligible. While at the original location there will be torn open a new jump point.

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