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News:

Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - Agalyon

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1
Thanks for the bug fixes! I think you forgot to roll the version number in the download though.

[EDIT] I ran into the invisible fighter bug again (sort of.) When a fighter went to repair at a carrier it did the bug thing and started floating uncontrolled but only for a few seconds. It teleported to the carrier and worked correctly after that, so no real consequence. The original bug hasn't happened again for me though, great work!

2
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.4
« on: March 09, 2022, 06:20:28 PM »
Thanks for the hard work on this mod! I was unsure about it at first but its become an instant classic for me. It really encourages using built in hullmods I wouldn't consider normally.

I have a few thoughts on the new update. I like most of the changes, especially Ballistic Rangefinder and ADF (though those are mostly free spaces since its a new effect.) The Accelerated Shield change feels a little less fitting but its still compelling. Extended shield also feels a little less interesting when it grants such a large amount of arc but nothing else, and the same with Insulated Engine. I think I personally prefer the former version of both even if they're numerically less powerful, though the old  may actually be situationally better than the new version. I'd have to test them a lot more.

Two things I really dislike however are the removal of recoil reduction on Advanced Turret Gyro and the Expanded Magazine ammo recovery change. I actually think the new version of ATG is good, but I really miss the recoil reduction. Maybe Armored Weapon Mounts could get 15% more recoil instead of the armor bonus? I still much prefer having some of the recoil reduction on ATG though, same with some repair speed on Insulated Engine. Just my two cents though.

The new ammo recovery on Magazines feels almost completely useless however. Activating it is practically impossible unless you're VERY fast and move directly away from combat after dumping ammo. The issue is that even with 100% more max ammo, most of the time any magazine weapons would get all their ammo back in the time it takes to move away regardless of the effect. Also I don't think the AI is capable of using it at all. I like the theory of kind of backing out to stock up but it doesn't seem practical without making the distance MUCH shorter. Maybe it could start when not firing for a few seconds? I'm not the AI could handle that either though.

Once again great work on the mod. Its got to be a nightmare trying to come up with interesting and balanced bonus effects for every hullmod in the game. I love that these changes allow for unique builds that wouldn't normally be appealing. I'm looking forward to any updates!

3
Hey, I've had a problem a few times now on v2.0(1) and while I can't tell for sure how to reproduce it I think I've mostly figured it out. Sometimes when I deploy Strikecraft style Arma ships (any of them that try to deploy from a carrier) they sort of launch out from the carrier but have no hitbox/model and can't be controlled. You can still try to pilot them and the AI shoots at them to no effect, but they just drift out of the map with no recourse.

I THINK this happens when you try to pilot (SWITCH to piloting it) a Strikecraft before it fully exists a carrier but I swear its happened on its own a few times, and a few times I've managed to switch with no issue. It crashed once (I don't have a log, sorry :() but its happened like 10 other times with no real consequence. Sorry I can't tell you anything more useful, I'll update if I figure anything else out. Thanks for the amazing mod once again, and I appreciate any help.

4
Thank you very much, thats exactly what I was interested in. I really appreciate the detailed explanation!

5
Loving the mod so far, I've used it for a while but haven't hit max level yet and I wanted to ask a question. I'm not super familiar with story points yet so this may be obvious and I just don't get it, but when you say "vanilla-like Story Point gain, even at level cap" does that mean its similar to having a vanilla level cap in exp cost to get a story point at max level when the required exp is much higher, like say 30 or 40?

My understanding is if the level cap (and thus the exp needed to level) is raised, then the cost to get story points at max level would also increase correct? Or have you made it so it isn't impacted by your changes to level cap with the mod?

Thanks for any help!

6
Mods / Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters
« on: February 25, 2022, 10:18:12 PM »
updated.
The final infinity stone for my playthrough. Thanks for the update, I'm very excited!

EDIT: Now that I've gotten the chance to play with this some, I feel compelled to come back and say what an interesting and unique package this has become. I haven't played since 0.9, and I think Arma has become an instant classic if it wasn't already. I can see people spending their entire playthrough as a fighter pilot and the way Cataphracts feel and your WINGCOM system with the squads is incredible. Genuinely amazing work, I love it.

7
Mods / Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« on: February 20, 2022, 02:38:32 PM »
Gotcha, ill wait for release. Thanks for the response  :)

8
Mods / Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« on: February 19, 2022, 05:06:08 PM »
Do you know if the new update will be save compatible when it releases?

9
Mods / Re: [0.95a] Shielded Holds For All v1.0
« on: February 19, 2022, 01:51:17 PM »
Great mod idea! Does this cause the vanilla built in editions of Shielded Cargo to count as a logistics mod too?

10
Mods / Re: [0.95a] Mayasuran Navy 8.3.3
« on: April 01, 2021, 09:29:42 PM »
Blessed update, thanks for the quick work! Always love having Mayasura around.

11
Mods / Re: [0.9.1a] Tahlan Shipworks 0.4
« on: January 30, 2021, 07:12:46 PM »
Fair enough Nia, you're right about it not being personal. I should have said I didn't see the discussion in discord as well. Its an assumption to have jumped in like that without having seen it in the first place, and im sorry about that. It felt important to address the problem (or perception of a problem) because just like its benefitial to bring positives and alternatives to the table with criticism, people have a hard time letting criticism go if they feel it wasn't at least acknowledged, but again I didn't see the discord discussion.

Its probably hard to have a suitable outcome of this discussion because any changes to recovery mechanics are far outside the scope of this mod, and theres no other easy way to make the derelicts rare. Personally I'd like to have some kind of dedicated salvage ship that could be used to guarantee ship recovery (maybe with lots of extra dmods) by being consumed to give 100% chance. That way you'd have to buy it and drag it around with you the whole while. Thats a pretty hefty cost but allows the player to prepare with the intention of derelict hunting.

12
Mods / Re: [0.9.1a] Tahlan Shipworks 0.4
« on: January 30, 2021, 06:43:47 PM »
I've seen the way both of you (Agalyon and Zelnik) discuss your opinions. Reasonable people can disagree, but both of you are needlessly confrontational. You can't always control the reception you get, but you can rein that in and see if it makes a difference. I think you'll find people are reacting less to your ideas and more to your tone.
Really not sure how I can respond to this. I always make efforts to be polite, even in my handful of interactions in discord. What I think is especially interesting is how you apparently know me by name and yet if I remember correctly you were perma banned from discord for your behavior. I certainly don't want people to think its my intention to be rude and I'm sorry if its ever appeared that way, but I'm not sure you're the person to be telling me to correct my tone.

13
Mods / Re: [0.9.1a] Tahlan Shipworks 0.4
« on: January 30, 2021, 05:35:23 PM »
In my experience the negative aspects of the discord community rarely go past being abrupt and probably a little bit rude, which is good. Whats bad is as you say- a dissenting opinion- usually attracts that attitude nearly instantly and from lots of angles, hence the dogpile.

Ive had a few thoughts that set people off, and I've seen others get it much worse, typically without any kind of explanation as to why beyond "nope, thats stupid" especially on more complicated topics which really isn't healthy. Honestly its pretty silly to not expect someone to be a little defensive or just give up if 5+ people gang up on them in the first place. A lot of the time I will hesitate to speak my mind because I simply don't feel like dealing with the fallout if it occurs.

I'm sure I'll be told that this isn't how it is, but regardless of the "baseline" most times people have a dissenting idea they get lit up from all sides, and I've been here a long time to see it happen enough that its hard to forget.

Just to keep this on topic and more directly answer Zelnik, I think the idea is that you're not supposed to actually pursue the exploration ships directly, and more just "get lucky" every now and then. Retry's point that its always a net positive is true, but I think missing the real criticism that if you want THOSE ships in particular, there is no recourse for getting them. Every other unique type of ship has some kind of safety net, be it IBBs or HVBs or quests, you can get them somehow as long as you put in the time or deal with the consequences. If your goal is those ships, it is a casino game in which you mostly lose after a ton of waiting, I dont see how thats up for debate. You can say that isn't how you're supposed to play the game, but thats kind of the point of criticism in the first place. Personally I despise hard RNG, and I wish I could pay somehow to at least up my chances or something and have some actual decision making and interaction with the game beyond a dice roll, but its beyond the scope of the mod.

Zelnik is probably upset because your entire post could be summed up as "that isn't the design direction" which Nia already said, and Zelnik even already said he was perfectly okay with. You're arguing about different things.

14
Mods / Re: [0.9.1a] Kingdom of Terra (v0.11) - Big Bitey Boi
« on: January 27, 2021, 02:22:11 PM »
Hey, I've noticed a bug where the Basilisk sometimes doesn't spin when its ship system is used. I cant figured out whats causing it, sometimes it happens several times in a row, sometimes it only happens once or twice.

It sorta just locks in place, the jets flare, but it cant move or turn, and goes back to normal when the system ends.

15
Mods / Re: [0.9.1a] High Tech Expansion v1.2.0
« on: January 26, 2021, 10:57:13 AM »
There were a couple of factors that, when combined, made them incredibly strong that I didn't pick up in testing.
...
Interesting, I didn't consider all that either. Thanks for the very in depth explanation.

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