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Messages - SpaceDrake

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301
Mods / Re: [0.95.1a] ScalarTech Solutions 0.8.4
« on: April 15, 2022, 04:57:16 AM »
The Silken Banshee?

Large Mount Tears? :o

Well that got downloaded at the speed of light.

302
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.3a
« on: April 15, 2022, 12:08:02 AM »
Because by and large I really respect and enjoy Nia's work, which makes this all the more frustrating. ScalarTech and Shipworks have been staple mods for me practically since I began modding my playthroughs (ScalarTech was the first faction mod I installed alongside Kadur) and I'd like to keep using them without worrying about arbitrary changes to the game hidden within them.

303
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.3a
« on: April 14, 2022, 06:44:56 PM »
Then you really need to take some time away from the Discord and it's culture. The Legio are also now basically an "always turn them off" deal, and in the worst case users will need to check your mods for any other stealth balance changes to other mods.

This is incredibly disappointing and it's an actual, no-nonsense Pandora's Box for modding. Mods, even parts of mods, attempting to alter the balance of each other with completely hidden, unannounced changes is the pathway to effective modding anarchy and ruins the experience for the end user for the sake of you trying to "own" other modders you dislike. While it's a bit silly to call it "unprofessional" (most mod-makers are doing this for fun, not for "professionalism"), it's still incredibly disrespectful to the people who download the mod in good faith.

I get that you want the Legio to be a legitimate "boss faction" and major challenge to the user. But even aside from some of the other issues with them (I'd been meaning to post for a while that I think, especially with the Legio hyperspace sieges no longer really working, they're too similar to just a normal faction and aren't really managing to accomplish their mission, and if anything it's too easy to get overpowered ships from them), this is a terrible way to go about it. Starsector works fairly hard to make sure that everything involved in combat is transparent to the user, and arbitrarily changing that, even for a particular classification of ships, just makes the experience worse for users who may not even be aware that other mods may be considered unbalanced by other modders.

And, more to the point, individual modders will do what they want to do. They will pursue their own goals with their work, and it is up to the user to decide if it's something they want as part of their game and how balanced and enjoyable it is. Trying to "police" the user's experience is an exercise in futility, because they will assemble the experience they want to have. It may be frustrating to see other mods making choices you strongly disagree with, but you simply have to accept that they exist.

This whole thing is also arbitrary. Why aren't the DME Brave Blade or Alauda targeted here? The former is "overpowered" on purpose, balanced currently by the fact that it's exclusive to one start and can't be recovered, and the latter isn't usable but can be consoled in to a fleet the same way a Tesseract can. Why not target anything with Modern Carriers hullmods, which are often considered overpowered? Why not WINGCOM from Arma Armatura, or other AA stuff generally, which does have some balance questions despite how fun it can be? How much of this is trying to address "balance", and how much of this is trying to dunk on specific modders simply because you dislike them as people because of your Discord interactions with them? What's the line, where's the criteria? There's just so many problems with doing things this way.

304
Mods / Re: [0.95.1a] ScalarTech Solutions 0.8.3
« on: April 12, 2022, 07:22:04 PM »
The ScalarTech sprites really are some of my favorite ones ever. I need to do another heavily ScalarTech-based run at some point.

305
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: April 11, 2022, 05:54:49 AM »
Wait, the Dutchman? It's a high-value bounty. You just need to do HVBs until it comes up.
This ship https://gyazo.com/131b300c4aea7dd65fb68ca2364a6309 (screenshot)

Yeah, it's an HVB. Just keep looking and doing 'em until it shows up.

306
Star Control is a big one, both 1 and 2. Wing Commander: Privateer is a game I love (in fact, it's installed on my PC right now!), though I wouldn't necessarily call it a direct inspiration? But it's fair to say I've played it enough that it's kind of formative in what kind of space games I like.

MechWarrior (4, specifically) is very much an inspiration as far as ship loadouts go. Not actually as far as the flux mechanic, though it's similar to heat - IIRC it evolved into a similar thing separately, originally starting out as "energy" before being inverted to make the concept of "venting" to reset make more sense.

Master of Orion 2 is a big one, too; just... so many cool concepts jam-packed into that amazing game.

See, I knew there was a reason this game resonated so hard with me. :D

I will say that the WingCom influence feels a little light - Burrows in Privateer had a little more character than the Captain currently does in the text, and certainly "the cast" was a bigger focus in more ~proper~ WC games. (If anything, a bit of that DNA will likely go into the content mod I increasingly want to make - give people a start with, among other things, a deliberately different feel than the vanilla approach.)

Still, it does me good to see the game having been made on such a similar wavelength to a number of the formative games of my yesteryear. You've done right by 'em, IMO, Alex. :D

307
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: April 08, 2022, 06:56:58 PM »
Wait, the Dutchman? It's a high-value bounty. You just need to do HVBs until it comes up.

308
Just in general... while the flag to put Prism in hyperspace still exists, it's a Bad Idea for a whole lot of reasons. Starsector .95 really does not like having markets in hyperspace. If anything, there probably needs to be a warning comment on that flag in the config...

309
Mods / Re: [0.95.1a] Iron Shell 1.15
« on: April 05, 2022, 02:42:56 AM »
That is in fact exactly how it works. It does seem a little curious that IS officers would default to hyper-aggression. They're built for hardcore armor tanking, but still.

310
It'd be keen if this mod also affected the range at which cryosleepers work. I always thought 10 was a bit short.

311
That's definitely Nex, it's screwing up with alliance creation somehow. When exactly did that happen? Did you try to make your own alliance?

312
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.4
« on: March 31, 2022, 08:22:15 PM »
Which does, in fact, make both Task Forces and the Cabal significantly more spooky in some cases.

313
Oh! I do have a Bug Reportâ„¢, by the way.

So you can find a free Aleste set up for a sword build with Hardened Subsystems "built-in" for free (i.e. it doesn't count toward the build-in limit and it isn't supposed to cost any OP) at One Of The Spoiler Places In That System.

However, because of the way this has been implemented (just making that individual Aleste have it instead of using a .skin file to make it intrinsic to the hull), whenever you go into the build-in menu from the refit screen and then exit out (perhaps without building anything else in), the Hardened Subsystems hullmod loses its previous status and becomes a normal, non-built-in hullmod. This should be pretty easy to replicate on the fitting screen.

314
Mods / Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« on: March 31, 2022, 06:03:25 PM »
Specifically, the Pharrek and Kassarek can spawn as random derelicts within 10 light years or so of the Xhan home system. It's never guaranteed, however.

315
Wrong thread. You want the general Console Commands thread: https://fractalsoftworks.com/forum/index.php?topic=4106.0

This is for the clear commands sub-mod that Hartley put together.

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