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Messages - Helldiver

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46
Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: September 05, 2023, 09:47:56 AM »
Oh, and does anything stop the player from using a surge offensively to catapult away an pursing fleet? Asking for a friend.

Alex on twitter responding to this same question from another person said, the player can absolutely catapult another fleet away if timed properly

How does any conflict in the Sector ever happen then? If a single fleet can just catapult away an approaching fleet from a system using its gravity wells, how does any faction ever attack another faction? They can just send the attackers bowling away.

It also makes me wonder, what level of hosility will factions treat this action as? Since you can send a Hegemony inspection fleet flying off, do they treat it as an outright attack?

47
Mods / Re: [0.96.a] Realistic Combat 1.29.5
« on: September 02, 2023, 12:23:01 PM »
That feature is already in the game, though undocumented.  All projectile weapons inflict a permanent critical malfunction upon breaching the citadel.

I know about the criticals to the citadel (you even posted about them some time ago when explaining armor to someone), but I was thinking about something more specific to the weapons (i.e ammo explosion).
Are you sure about the citadel-caused malfunctions being permanent however? Malfunctions other than those caused by very low CR always seem to get repaired for me.

48
Mods / Re: [0.96.a] Realistic Combat 1.29.5
« on: September 02, 2023, 10:45:35 AM »
I figured I should write about my opinion on the damage model.

I love everything about it so far. I love the multiple layers and penetration mechanics, I love the citadel and how truly high power weapons can punch to the heart of a ship for those ouch moments, I love how malfunctions are more prevalent and I love how the angles mechanic gives value to a hull's shape, allowing ships with agressive shapes to truly shine in an assault.

My only suggestion would be in the form of an additional feature. I love multiple ways of damaging a ship, and a realistic way of adding one (and that has precedent in other mods) is through weapons being destroyed and damaging the ship. Prv Starworks has an example of a weapon that causes weapons hit on a target to trigger damage based the weapon type, and TADA/Torchships has an example of a missile weapon that can detonate and become unusable when hit (though both rely on scripts specific to the firing weapon's projectile or the weapon being hit itself).

As examples, missile weapons with ammo left could have a chance of exploding and dealing high damage, energy weapons could spawn a fire dealing damage over time (similar to that REDACTED weapon), ballistic weapons could explode but with much less damage than missiles... Whether different types of damage have different likelihoods of causing these effects (i.e explosive damage being better at it than kinetic), or whether the likelihood of these events is also tied to the type of weapon being hit (i.e ballistic weapons less vulnerable than energy weapons), there's a lot of potential to create more modularity in ship damage and further definition of ships' and weapons' strengths - at least that's what I believe.

That's my selfish pipe-dream suggestion for some far future. I once tried to manually implement code from TADA's Hammer-rack explosion (minus spawning randomly firing missiles) to other weapons and I might actually try again, but that's fairly limited - and I'm bad at modding.


One more, unrelated thing: Whenever I look at your manual, it brings back fond memories of reading the player-made PDF manual for PR:BF2 - another fan-made realism mod for another, old game where modders realized that they had changed so much, that a good old game manual was needed to teach players how everything works.
Rock on 8)

49
Mods / Re: [0.96.a] Realistic Combat 1.29.4
« on: September 01, 2023, 05:04:53 PM »
Hotfix 1.29.5 is out!  Ensured gun-locking would work if you switched to a weapon group containing non-missile projectile weapons.

Just tested, the fix works on my side. Good stuff!

50
Mods / Re: [0.96.a] Realistic Combat 1.29.4
« on: September 01, 2023, 03:54:22 AM »

That behavior is unintended; I am concerned and want to know exactly what the problem is.  I understand the reproduction steps to be:

1. Select a target or not; the result is the same.
2. Select a group of non-missile projectile weapons.
3. Press and hold the fire button.
4. Switch to another group of non-missile projectile weapons.

Result: rapid fire of the second group of weapons.

Steps are different, here are the observations of tests just ran on latest SS, latest Realistic Combat, only MagicLib + LazyLib installed:

1. Have no target selected.
2. Select any weapon group.

3. Press and hold the fire button.
4. Switch to another group with non-missile projectile weapons in it (alone of with other weapon types).
OR
3. Switch to another group with non-missile projectile weapons in it (alone of with other weapon types).
4. Press and hold the fire button very shortly after.

Result: Projectile weapons in said group will fire without target at extreme rate for about a second (weapons with chargeup may be blocked from firing before they finish charging their shot).

100% reproducible so far. It seems as if the script to block projectile weapons from manually firing kicks in too late and causes strange behaviours.

51
Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: August 31, 2023, 11:37:35 AM »
It's estabilished from the begining since you can spend 15 skillpoints on combat skills when other human officers max out at 7, Alpha cores max out at 8 and Omega maxes out at 10. You're the dog, man.

It wasn't always like that. I've gotten used to scraping all these hero-mode free advantages myself, but at this point the pile has grown so high that every update brings more work than fun - but then, I need the updates to get updated mods - because mods actually add new sensical things...

52
Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: August 31, 2023, 11:13:26 AM »
Oh, this is definitely player-only stuff.

So the player is just a better scientist than anyone else, and no other merc, or advanced military, knows or cares to use extremely convenient things that are easily learned by the player.
The player, who is just this god. Untouchable, unequaled. The chosen hero out of a picture book who is superior at everything they do - and simply just cannot stop getting new abilities that no-one else has. I really wish it had been made clear that this is what the player is intended to be from the start instead of pretending that the player is a captain in a future world for so long.

53
Mods / Re: Thog's Domain (THG) - More Explorarium Drones
« on: August 31, 2023, 11:01:23 AM »
Noticed that alot of the explorarium ships from this mod are recoverable even without automated ships skill

Check if they have the "auto_rec" tag in their line in ship_data.csv, it governs the use of the Automated Ships skill for recovering drone ships.

54
Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: August 31, 2023, 10:35:17 AM »
As long as NPC fleets can use some of those to their advantage, and suprise the player - so that's it's not just something that makes the player even more of an overpowered "chosen-one/hero" that outdoes everyone else just because.

55
Suggestions / Re: Amazing game - here are my immersion breaks.
« on: August 31, 2023, 07:45:31 AM »

@Helldiver

Hard disagree. Gameplay concerns trump realism.

I've never written the opposite. But realism can work hand in hand with gameplay to create better gameplay. Case in point:

a giant pirate fleet on the edge of the map makes the far corners more dangerous to the player.

The pirate fleet does not need to be giant to be a threat if each ship was more of threat itself instead of most ships being treated as throwaway units in a crappy RTS despite being individual warships. When every ship is a just a spammable unit that gets trashed by the dozens there is no satisfaction to defeating even an enemy capital ship because it's just "another unit that gets spammed at me". Defeating a large warship ought to be memorable. But in Starsector it's just another trash mob on the screen. And when combat is supposed to be a core element of the game, I don't see how that's good design. It even hurts the game performance-wise because the game has to continuously make bigger fleets to create a semblance of threat.

56
Mods / Re: [0.96.a] Realistic Combat 1.29.4
« on: August 31, 2023, 06:31:57 AM »
I haven't been able to find something recent about it with a search in this thread, so I'll post this bug:
If you try to fire manually right after switching weapons (or keep trying as you do), projectile weapons will fire for a second even without a lock, and will fire at extremely high rates for just one burst.
For example, trying to fire without lock with an Arbalest, switching to a Heavy Blaster and suddenly the Heavy Blaster not only fires without lock but fires like a machine gun for a second, atomizing a target. Tested on 1.29.4 on fresh install with just MagicLib/LazyLib installed.

57
Suggestions / Re: Amazing game - here are my immersion breaks.
« on: August 31, 2023, 06:24:31 AM »
Ah! Thank you for clarifying, I appreciate it. Let me see how to phrase this - I understand what you mean, but my reaction to this is somewhere along the lines of "meh". Not because it doesn't matter, but because there are *fundamental* issues about making a believable world where - if you take what happens in-game seriously - the player is also, if you add things up, an extremely prolific mass murderer.

Basically, the game's a shooty game at its core. Trying to square that with a literally believeable world would be a fool's errand; you'd end up not getting either of those right. It might make sense to think of what happens in-game as a hugely exaggerated story told by a drunk old spacer at a bar :) It's certainly not literal to any sort of believable story the player might tell themselves; it *can't* be, and I don't want to sacrifice gameplay in a vain attempt to make it so.

I just don't see how not having random pirate ambush fleets being ridiculously large prevents Starsector from being a "shooty game". If every ship mattered and was an actual threat combat would actually be meaningful and you wouldn't need to rely on just spamming more ships in a hilarious way to create difficulty. Almost like, you don't need to sacrifice for gameplay if the gameplay isn't stupid in the first place.
When I come across comically large pirate fleets just hanging around for artificial "player encounters" the only thing that comes to my mind is "What is this cartoon crap?". It makes it feel like the dev is treating the player as if they were some drooling impatient child that needs more toys to break. It's the sort of mentality you find in modern AAA devs that see their players as cattle and exactly the opposite of what I'd expect from an indie dev working a niche passion project.

Starsector's world is what can make it different from the average "shooty game". If it's not there and I'm not being immersed in it then there's no point to me playing the game - I could just play any other shooting game with a more modern engine and more advanced mechanics.
Seeing that neither the dev nor the writer treat their own game's world seriously, especially with certain recent blog posts, has been destroying my hopes for this game to the point that I no longer get excited about every new blog post or update. Instead I dread to see what I will read or see in there, and my final thoughts have almost entirely been replaced with repeated "at least there are mods" and "I can remove/fix this or that stupid thing myself".

58
General Discussion / Re: Dedicated Targeting Hullmod
« on: August 30, 2023, 10:19:04 AM »
So why is it just allowed to be redundant, why isn't there at least some extra benefit to it or cost difference?

But it's not, and there's a difference. DTC is available from the start while ITU is superior tech you have to find (although it's too easy to get in vanilla but that's easily fixed with some file changes). It also allows for better differentiation between factions in terms of what tech they have access to.

59
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: August 23, 2023, 11:56:31 AM »
Thanks very much!  Do you think that the choice of who you sell it to having an effect on which faction has the next expedition could be a future feature or would something like that be tricky/time consuming to code?
It wouldn't be particularly hard to implement, but as for whether I think it's worth the effort, well, we'll see~

I think it would be very nice, as it would give the player a new way to support a given faction through gameplay - and would reward having a fleet geared towards exploration/surveying. It would also stop the player from feeling like they're potentially supporting their enemies even when selling data to allied markets (since it currently increases expedition frequency for everyone).

60
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: August 17, 2023, 07:13:03 PM »
  • XIV ships being renewable in gameplay is just how Starsector fleet spawning works right now; I can't readily change that and I'm not sure what a desirable change would look like (do XIV ships just stop being accessible if you kill enough of them?)

I personally don't have a problem with XIV ships being renewable - for the Hegemony anyways. I imagine that Hegie engineers with closely guarded knowledge are still able to perform the required modifications when finishing a new hull - only it's done "by hand" rather than by the forge, hence costs and low numbers.
I do think it would be cool if it was somehow possible to have XIV ships only spawn as part of special fleets (elite defense fleets like with the LG, invasion fleets and so on). It would make sense for them to be pulled out where/when it really matters instead of them being found in small numbers kind of all the time.

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