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Messages - Agalyon

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76
Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.8rc2(12/19/18)
« on: January 06, 2019, 08:03:25 PM »
Im having some issues the Clade's retro drive system. Its moving the ship at very different speeds each time, and I can't figure out why. Sometimes it launches it so far I can back through my entire fleet, and sometimes it moves so little and so slowly It might actually be slower than just backing up. I'm really not sure whats causing this but I know its worked right some of the time, but im not sure how to expressly reproduce it.

77
Great christmas gift! Thanks, and keep up the good work.

78
Would this work in 0.8.1? It seems like it would from first glance.

79
General Discussion / Re: Conquest ship build/fleet Tips?
« on: December 25, 2018, 02:41:29 AM »
My two cents, I always pack on the biggest baddest weapons, but only on one side. I dont ignore the shield as some people have said, but rather use all that saved OP from only having weapons on one side to make it as fast and as heavily shielded as possible. Its probably the most fun Cap imo

80
General Discussion / Re: Campaign Hullmods
« on: December 25, 2018, 02:38:34 AM »
I definitely agree with the idea, stuff like Reinforced Bulkhead feels mandatory, and much like supplies, fuel, etc, its something the AI never has to worry about. I think its partly an assumed balance for having the player vs the AI, but its really irritating that they can throw themselves at you without such worries. I kind of feel like the AI should be using things like that to help balance it out, or alternatively have to face some kind of consequence for using all those supplies and only mounting weapons, and never having to interact with the tactical layer.

Thats the real problem imo, the advantage of having to never care or mod for the campaign layer. But, its hard to say. I think making them cost 0 is wrong because its removing player choice, but I think making the AI have to use them is much better.

81
I haven't extensively tested it myself, but just throwing my two cents in, I do definitely think it should scale, but I also think it might scale too hard right now. The idea about having a limit on how fast it can boom up and having some kind of decay in place as well is a great idea. This isn't super relevant but I remember in older versions as well, bounties and whatnot would get totally out of control insanely quickly once you started tearing into them. What RawCode said about the scaling spawning more ships which causes you to kill more, and make the scaling rise even faster is absolutely true, and I don't like it at all. I'm not saying you should be able to play the game in frigate mode forever, but there reaches a point when It feels like you almost have to run a huge deathball and keeping low is no longer a real option.

I think this is all important because it seems like a lot of the design choices have been moving toward this idea of choosing how much of a splash you want to make and how large of a fleet you want to run with the sensor ranges and burn speed changes and whatnot. Having the scaling jump that hard that fast kind of defeats the purpose in my eyes.

82
Mods / Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
« on: December 20, 2018, 11:50:28 PM »
Any chance we can get the older versions posted somewhere? I'm still on 0.8.1 for the time being.

83
Mods / Re: [0.65.2a] ICE Faction
« on: December 20, 2018, 11:26:04 PM »
Unfortunately, many of the unique aspects of ICE also make it difficult to keep up to date. I really tried to push the limits of Starsector's combat engine with this mod, and I had some success, but I broke a lot of things in the process (the AI in particular). I honestly don't know how much work it would take to get ICE back to a playable state, but getting it to the point where I would want to use it? That would take several hundred hours (if not thousands). If I ever get back into modding for Starsector, I'll start from scratch.
Ouch, thats really rough to hear. I assumed it was in part because ICE was so technical, but I didn't think it was that bad. For what its worth though, your work is appreciated and I'd love to see anything you make if you decide to work on it some more.

84
Mods / Re: [0.9a] SpeedUp 0.5.1
« on: December 20, 2018, 10:16:56 PM »
Can we get a link for the 0.8.1 version pretty please? Or will the new version work there as well.

[EDIT] Nevermind, you can get to the repo by opening the download in a new tab and shortening to the downloads folder. Sorry.

85
Mods / Re: [0.9a] Arsenal Expansion v1.5.2a - Thematic
« on: December 20, 2018, 09:09:29 PM »
Is there a download of the 0.8.1 version available? I picked through the forums but couldn't find it. I'd really appreciate one for playing with older mods.

[EDIT] Disregard that, I'm blind and its on page 17.

86
Mods / Re: [0.65.2a] ICE Faction
« on: December 20, 2018, 08:35:21 PM »
I really hope someone is still working on this to some degree, even if it is just an unbalanced port to the new version. It was always one of the most unique and interesting factions, I would hate to see it die.

87
Mods / Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« on: November 06, 2015, 03:59:01 PM »
Still working on this, still not much to share... Except maybe this thing: I'm writing texts for test missions that try to evoke the context of the quest. It won't make it into the final mod, at least not in that form, but it should give a good feeling of the spirit of Seeker.

Nor really a Spoiler
Spoiler
Location: Thick nebula near the Great Trenches
Captain's Log, 208.173
 
After a couple of weeks combing the region we finally detected an object yesterday morning. We barely had time to regroup the fleet when it vanished in a flash of high energy particles. The science team is unsure of what it is but that flash rules out the possibility of a ghost signal. However they are assuring me that this cannot be the sister Anomaly of the Bellatrix. The flash may have reached the same energy peak but it's characteristics are nothing alike. In any case we fond something and just need to resume scanning the region to find out where it went.
 
Captain's Log, 208.217
 
What a PAIN it was! Okay so: We spent nearly a month carefully going back and forth a light-week wide cube of space trying to find where the Anomaly jumped without luck. Then we decided to inspect the nearby stars to see if we could find it there. We were observing our 18th one when we detected the exit flash of the anomaly around the companion star a light-month and a half away! A freaking seventeen light-years jump! The energy required for that distance is unfathomable! The team said if it's efficiency is similar to Bellatrix' functioning, it would have required the total energy output of Askonia's star during a full year to power that feat... I'm very worried about trying to capture something that could contain that much energy.
 
Captain's Log, 208.221
 
We found it probably recharging it's energy banks, whatever they are, in close orbit of the companion star. It's way bigger than Bellatrix, and decided to call it Betelgeuse. Now after some careful observation and deliberation, the Science team assure me that it must be more or less out of energy. (Something to do with quark capacitors, exploiting micro-sized fusion reactions, and the maximum amount of energy that can be stored in such volume and mass) Thus it's up to me to decide if we should get it or not. My officers are a divided on the proceeding, but mostly in favor to at least peek a closer look and I can't blame them. That expedition lasted much longer than we anticipated and the crew is restless. Going back empty handed wouldn't be good for morale. Not to mention our finances. We will probably try to reach it on a slow Hohmann transfer while limiting our sensor profile.
 
Captain's Log, 208.234
 
THAT BLOODY THING JUMPED AGAIN!!!!
 
Captain's Log, 208.236
 
... Fortunately it was a shorter jump and we detected the exit flash only a few hours later. That clearly supports the Team's hypothesis that it is out of energy and was recharging. We are now closing in at full speed to get to it before it can jump again. The crew is really nervous now, several fights broke in the last weeks and I had to sentence a few to the brig. The imminent encounters seems to have diverted their energy toward their duties but I'll make sure to remind them we want to capture that thing, if possible...
[close]
I really like it, it feels nice for the context.

88
Mods / Re: [0.65.2a] The Knights Templar v0.9.4g
« on: November 05, 2015, 10:32:09 PM »
@ The_Soldier & Nanao-kun:  Take what I write as you will.  It is not my job to not offend people; too many people take offense for merely disagreeing with something.  People who are too concerned with offending others is how much of the world is cowed and silenced by political correctness these days.
Your method of writing comes off as very condescending. That being said, text has no intonation.

[...]Although I do condemn Tartiflette for the file in .7z and not .zip (I mean, why would you do that?  .zip is pretty much the universal compressed file type) [...]
Because I have a crappy slow and unstable internet connection with tons of micro-disconnections. Since Bitbucket don't support upload resuming, the 25%+ size gain between a ZIP and a 7z for me is the difference between spending 45min trying to upload my mod and spending up to 2 hours... Besides, opening 7z archive is supported by almost every single archive software except the one built-in Windows Explorer.
Don't worry about it man. 7z files can be read by almost anything like you said, its not a big deal. If someone doesn't want to bite, its their own loss.

89
Mods / Re: [0.65.2a] The Knights Templar v0.9.4g
« on: November 04, 2015, 10:16:31 PM »
So funny discovery.

A Boxer mod-hull, with the full 30% OP from skills, +10% max flux from skills, and 17 points in Flux capacity, when using the ammo feeder's -30% flux cost will have JUUUUUST enough flux to fire an Arondight Accelerator.

That Onslaught had a big surprise.
Jesus christ, lmao

90
Mods / Re: [0.65.2a] ICE Faction
« on: November 03, 2015, 09:53:01 AM »
Are the Chupacabra and Nosferatu beams armor repair based on damage? Or is it fixed as long as they hit armor or hull?
Fixed. Nosferatu repairs a 50% larger area at a 25% faster rate.
Gotcha, thanks. Dare I ask, I assume they would still work the same even if they hit through Templar shields?

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