Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - megabot

Pages: 1 [2] 3 4 ... 9
16
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« on: August 08, 2021, 07:54:47 AM »
ah yes, the Apollyon. maybe half a year ago since i last used it but i equipped it with the highest DPS(all rapid fire) explosive weapons i could find and shturm overhaul, and that was at the time of no built in hull mods(but an extra 10% ordeinance points). i also did not have other VIC hullmods, so it actually could be maybe 10% better

the Laidlaw tech shields and built in(useless) kinetic missile launcher allowed me to set everything on autofire and hover in safety override distance while my guns melt trough anything. granted, stations still could hold their weight, but being able to jum out at a moment's notice(with more charges and faster recharge rate) meant i just assaulted them, killed them the moment their shields went down and if *** got difficult jumped trough the ship and whatever lied beyond, usually damaging/disabling(in terms of weapons and engines) or straight out killing it in the process while allowing me to quickly vent and go back in

it really is kind of OP(and it got stuck in stations very often) but i never thought to use it as a alpha strike unit tbh. that is an interesting point

for the other ships i sadly have no experience as i just had my usual ships and rarely bought any, untill i was strong enough to have a colony at which point...well, blueprints dictate what you get. but the super figther truly is a good choice, though i never had it be point defence so far. but it does deal with anything smaller than a cruiser or without full shields quite well

17
on a side note though, apologies for asking, but where is the 0.95 version? the downloaded version said it's 0.91, at least 2 files in the folder had that number

18

Adult content

This mod contains adult content. You can turn adult content on in your preference, if you wish

dang. another site to register i guess...
This is because the mod contains some cursing and a few portraits have blood and such, and I wanted to be conscientious of that for children. There isn't really anything "Adult Content" otherwise, and I get that its incredibly mild compared to other things on the internet... I didn't really think about the fact that it forces you to register to the site though.

Sigh, I'll give it some thought. I'm probably being overly conservative and could simply put a self-rating of T for Teen or something. The story might also contain some suggestive and horror content so that would be the most appropriate rating. I think "Adult Content" is probably more for things like nudity and heavy graphical depictions of gore, of which there is nothing like that in the mod.

i mean... sorry, i mean this here more of a joke what i will say, but, you are in a game where civilistation has esentially collapsed into a post apocalyptic scenarion, with lore such as entire planets being cracked/wiped of it's population, where you basically smuggle drugs to almost everyone because of how miserable mining and other work is, and later on beat patroll fleets into submision to still be able to smuggle weapons and drugs and organs to basically everyone, who probably has not the best idea in mind

i think there doesn't even need to be a warning considering how starsector is. it is like going on newgrounds and then being surprised about content that is not for kids

19
Wow a lot to catch up on it seems! I'll try and quickly get to everyone:

I may have found a bug with either faction relations or maybe the fleet ransom?
Spoiler
I was in some system at a trade hub and a trade fleet for the adamantine consortium came by, aggrod onto me and then asked for more money than I had for ransom. For some reason I started the game with them at -50 hostile.

After the ransom prompt I was no longer given any way to flee even though I had remaining story points and they proceeded to destroy my entire fleet while I tried to escape.

It pretty much ended that playthrough which is a bit annoying, but my question is if that's expected to happen?
[close]
I'm sorry this ended your playthrough! It is actually intended, however. Refusing tribute is a way to really make a dreadlord/baron angry when dealing the Consortium. If you read the blurb about the faction in the lore section of intel, it states that traders and such actively avoid dreadlord fleets or even areas where one was spotted recently with a superstitious level of anxiety. In game, this mechanic is meant to communicate to the player why that reputation is well founded. The Consortium is an unlawful and evil faction, and they are hostile to just about everyone. That is why they are hostile at the start even for the player unless you choose their start. You might consider avoiding their systems entirely - especially at the beginning of the game.

In other words, if you see one of their fleets and can't bribe them, your best bet is to immediately run if you can. I get that it might be a bit annoying when you can't and get caught, but the purpose is to really drive home how dangerous and unpredictable of a faction they are. If you could always avoid them using story points, it wouldn't really feel this way.
apologies if i got something wrong, but the way i understood they either paid the ransom or could simply not flee anymore, even with story points, after going back from that option. correct me if i am wrong but i think that is not intended

20
so a question about the 0.10.2e version, it is simply here for now to fix bugs but the 0.10.3 release is comming soon/did not have it's features added to the current release yet, correct?

21
Hmm, it seemed okay when I looked at it. Waystation doesn't increase supply demand on either Chalcedon or Epiphany, since the Heavy Batteries on each planet already matches its demand. It increases fuel availability by one (due to +10% accessibility) while also increasing fuel demand by one, so it's kind of a wash there, but I'm moderately sure that 3/5 fuel demand met results in less of a price spike than 2/4 at least.

Not sure yet I want to 'meddle' with vanilla to the extent of creating an entirely new market condition for pirate+Path markets. Although now that I think about it, I'm vaguely tempted to implement a general system of factional bonuses for markets (like Commissioned Crews, except for markets instead of ships and not for the player).

Some of the other options I considered were:
- Free port (dunno, don't feel like the Path would allow free movement of outsiders in/out of their most important territories)
- Story point upgrade (but then all the other factions will be asking why they don't have SP upgrades too)
- Fullerene spool, megaport (no)

Yep, you were right! The smaller proportionate shortages do reduce the huge chunks of money you can make.

I would say that I'm in favor of faction modifiers. Stuff which boosts Pirate and Luddic market defences further (to mitigate the allure of the player 'breaking the rules' and easily conquering them) seems nice.

E.g.

"Pirate Entrenchment: Anyone attacking $market inevitably find themselves wading through a variety of vicious booby-traps, ambushes, and underhanded, asymmetrical combat from the desperate criminals who call it home. [Something something adds moderate-to-large flat defense value.]"

"Pather Entrenchment: Anyone attacking $market must be prepared to face waves of fanatical militants who care far more about the sanctity of their holy stronghold than they do about their own lives. This fanatical adherence to Ludd's Path also means that troublemakers (real or imagined) also quickly find themselves 'dealt with.' [Something something adds a smaller flat defense value and a point or two of stability.]"

better yet, what about increasing the rate at which the unrest recovers as well? terrorist groups IRL also seem to still function even though they are being attacked and killed/captured, probably because they do not really have a lot to lose to begin with

22

a question if i may ask though, while i believe other people asked this already i cannot find the answer so I'll ask, what will i miss out on if i turn off the total conversion?

No, you will not miss anything. It's just there to indicate that it is mostly incompatible with the majority of faction mods. You can follow the instruction to turn it off.

then...why is there even the need to have the total conversion being turned on/off? if it is the same either way, besides compatability, then why does it exist? if it is about faction mod incompability then the description has it noted, no? and it is probably possbile to make the mod send a message when a game is started/loaded that this mod is best played without faction mods

23
a question if i may ask though, while i believe other people asked this already i cannot find the answer so I'll ask, what will i miss out on if i turn off the total conversion?

24

Adult content

This mod contains adult content. You can turn adult content on in your preference, if you wish

dang. another site to register i guess...

25
General Discussion / Re: How do you post images on the forum?
« on: August 04, 2021, 12:29:57 PM »
huh. guess that is how it works. well, thank you sir/miss!

26
General Discussion / Re: How do you post images on the forum?
« on: August 04, 2021, 12:29:23 PM »
[ img]https://i.imgur.com/EsRc0ND.png[/img]

Like this, but remove the space between "[" and "img".

If you are not sure how someone formatted something, you can click the Insert Quote button to put their post with formatting in the reply box.


27
General Discussion / Re: How do you post images on the forum?
« on: August 03, 2021, 02:08:18 PM »
Oookay, but what's the relevance to I.E.?
the fact that this is on the fractal softworks forum and that i am trying to understand how to use it, as it is a pretty special and different website than pretty much everything else

well that ain't no image



well in this case i honestly have no idea what is going on or what i am doing wrong. same link yet for you it shows it but for my post there is nothing, at least from what i see...oh well.

28
Mods / Re: Yunru's Mod Megathread
« on: August 03, 2021, 02:05:54 PM »
may i ask you to change the verison of your mod anyways, if you did not do it yet? it will prevent everyone having to edit it in the future, untill a new version of either drops

29
Mods / Re: Yunru's Mod Megathread
« on: August 03, 2021, 04:26:35 AM »
Unless the game refuses to let you enable it, in which case... ***.
exactly why i came here lol. that one mod that allows capital ships to have safety override would probably work too but is of a different version so...

30
Mods / Re: Yunru's Mod Megathread
« on: August 02, 2021, 02:33:00 PM »
so umm, the yunru's hullmods mod apparently needs Yunru core 1.0, while the current version of the core is 1.1

Pages: 1 [2] 3 4 ... 9