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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - SpaceDrake

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1
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: October 02, 2024, 02:50:43 PM »
Oh and will UAF receive the funny mech treatment too? (Like diktat and the pirates)

o7

Typically, this has to be implemented in the non-Arma mod itself (like Greymind putting Arma-styled mechs into Sindrian Fuel). You'll need to take the idea up with Ryxsen.

2
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: September 23, 2024, 10:55:10 PM »
Player strikecraft receive frigate-related buffs. Under the hood, they count as frigates for all relevant stat modifiers.

An Arma-heavy fleet will probably feature a fair few carriers, so those fighter skills aren't useless :V but if you're looking to buff the strikecraft in your fleet proper, you want frigate skills. Wolfpack Tactics is nearly mandatory for an "Arma fleet".

3
Mods / Re: [0.97] Tahlan Shipworks
« on: September 19, 2024, 01:16:33 PM »
In vanilla, they probably will; the vanilla bounty system only considers pirates and Pathers as valid faction targets for bounties.

(The Blackwatch contact provides a funny justification for why they engage in this behavior.)

If using Vayra's Sector, the revised bounty system will let them target any faction they're hostile to. Given the length of that list, it's a lot of targets.

4
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: September 18, 2024, 11:56:39 PM »
I can confirm I've had no issues with SiC in multiple (partial) playthroughs so far. Definitely reproduce the crash and get a log, and note what officers you're using.

Also glad you're still here, shoi. :D One always does does worry a bit, these days.

5
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: September 05, 2024, 03:05:28 PM »
Not currently, no. You will need a new game to spawn Gamlin & Nekki, and to have the mech propagate out to various factions (in the current build, the League & Diktat are Arma customers and utilize various AA units & weapons, as are some independent polities and pirates getting their hands on a few hacked-together designs).

6
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: August 18, 2024, 10:06:53 PM »
Speaking of bugs, for when you get back, Lukas:

Got a "bug" with two related examples to show. This is really more a cross-mod interaction problem, and centers around the fact that SiC removes the non-combat trees.

1) shows the ground invasion screen in Nexerelin. Because you removed the leadership tree, it's now impossible, in the current build, to activate Inspiration.

2) is from recovering the Halbmond in Tahlan Shipworks. Because the recovery of the blueprints from the Halbmond speeds up depending on your Technology skill level, SiC always slams you down to the slowest possible speed. It's still usable, but it's very slow going.

Neither of these are particularly crippling bugs, but they are a little frustrating and existing XOs don't replicate the behavior they "replace". This kind of problem doesn't come up in the base game, though, since by design the vanilla content doesn't reference the player skills at all outside of checking if you have neutrino detector and transverse jump. So, by default, this "problem" won't be a hard impediment to a playthrough and this is a problem of interactions with specific mods. I think it's up to you whether this even counts an issue worth fixing.

https://i.imgur.com/Uj4pVxi.png

https://i.imgur.com/1lAUwPC.png

(Hope you're having a good mod break! I wondered about reporting something this minor while you're chilling, to be honest. )

7
Indeed it was.

8
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: August 16, 2024, 04:17:14 AM »
God fuggin' bless, Lukas. Thank you for getting on this so quickly.

9
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: August 15, 2024, 04:56:30 PM »
Derelict Op + dmod stuff is being added by the Aptitude im currently working on, might have an update later today, save incompatible though.
Also Support Doctrine still exists in the Smallcraft Aptitude,same effect as base game.

This is good to hear; I'd noticed Support Doctrine was in smallcraft (another one that makes that a real winner for my frigate-heavy playstyle), but I was wondering if I'd just missed the DP cost reduction somehow. Good to hear it'll be in.

Personally I'm waiting to play in depth again until the Transverse-at-start toggle is added in

10
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: August 10, 2024, 07:49:16 PM »
No to the part of converting that bug to an optional toggle, someone else already asked on discord, and i also considered it, but id rather avoid such a sudden cut off of skills in general.

On the other suggestion, sounds fair enough, i can add those toggles. Personaly i just used this approach as i use nex skip story config, which i think gives the skill anyways (That or because i always picked navigation first anyways)

Fair and fair, tbh. The first suggestion was kind of half a joke - I do think it could make for a cool "hard mode" toggle, but I can also understand it being too harsh.

And yeah, I kind of figured that was why you had set it up the way you had (and yes, Nex's story skip gives you the abilities anyway) but there are both filthy story-players like myself :V and I wanted to bring it up just because being able to toggle not having the actives at the start would bring the mod a little closer to "vanilla parity" for starting strength. So it'd be a nice option to have!

11
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: August 10, 2024, 03:03:43 PM »
If anything, I feel like that should become an optional feature, a toggle in the options or something. Your fleet got blown away? Say goodbye to your carefully cultivated buddies. It might also be a bit too punishing, but...

Oh, and speaking of toggles, I want to bring up another aspect that I think could make for a fun toggle: transverse jump.

In the current version, the problem of T-verse and neutrino detector being obtainable via Tech skills is to just have them baked in to your options from the start. Clean and easy, but baking in transverse does mean that a lot of the little interactions you can get from not having transverse, both in the main story and in a lot of little potential interactions (.97 added at least one more of these!), simply aren't possible anymore if you use SiC. And, to be honest, this is another pure power spike compared to vanilla, where there are tons of early game starts, and even full builds, that don't provide transverse at all.

So I, personally, would like to see this being an option in the mod menu - a toggle or something for whether the player begins with transverse and the detector enabled or not. In a non-Nex game, you can still get both abilities from the Galatia questline, so that's not a concern; the only sanity checking required would be compatibility with things like Nex, where the Academy questline can be removed.

12
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: August 09, 2024, 11:09:54 PM »
Java: It Just Works™.

Anyway, this looks like a neat idea, and I'm going to be giving it a try on a new playthrough!

13
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: August 03, 2024, 01:26:55 PM »
If you browse David's Bluesky timeline for the past 4 months, that will give you a few more insights into the scope of the coming update. :D

14
I *think* it's hardcoded, sorry!

Well, the tutorial start manages to do it, so could that code be invoked in a similar way?

(Though even that is known for weird interactions with a few mods historically, e.g. Nexerelin crashing for a while on starting the tutorial.)

15
Yes, it's absolutely worth it to run 'Gale in ships other than the Memoir. The Memoir is good, don't get me wrong (if anything, despite being "nerfed" to be a bit worse on paper than most other REDACTED destroyers, Nightingale still cleans house with it) but it's absolutely worth it to put her in a nice, beefy REDACTED cruiser (or even a cap ship, if that's how you roll).

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