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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - 6chad.noirlee9

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316
Modding / Re: [0.95a] Star Wars 2020 v0.7.4
« on: July 03, 2021, 07:27:35 AM »
hey would you mind if i edit the ship stats a bit to make this more friendly with the archean order mod?

really enjoy this mod but the stats fall short the bigger the ships get (because of the changes archean order makes)


nevermind i didnt realize how monumental of an undertaking that would be for me
Ha, I don't mind actually. You can try modifying the stats yourself first and see if it works out. If you have any suggestions later, please let me know. Not very good at handling stats so any suggestions are welcome!


the main issue is the time it would take me to modify the stats of each ship, and adding the hull mods unique to archean order
i just dont have time for that right now

in terms of weapon mounts etc it already matches fairly nice:  the theme of archean order is to provide more space between ship classes

every class has more guns, with capitals having way more guns than what they would have

starfighters are smaller and more numerous

oddly enough,  the creator of archean order said it was star wars movies that inspired the TC

317
Re: Ship Trophies
Now that there is a much wider variety of "faction-less" ships available, I am going to remove faction ship trophies at some point (probably with an optional setting that defaults to true since I know some people don't like the idea). Then faction ships will only be available on military markets and will require good reputation/commissions to require.

About trophies, I kinda like ability to loot them, thing is what I usually get capitals early game, I don't know maybe I simply get lucky. I have one cool idea, how to make them appear later, factions doesn't know all top tier ships on game start, and then they "research" them time by time getting stronger ships, so you don't get top tier stuff early game. Also maybe cool idea is make "research" building for colony, and research some own ships with research tree or reverse engineer hulls or weapons.

Another idea is balance these lucky trophies, is add big amount of D-Mods, so they are in pretty battled and harsh condition, if they are from NPC with NPC battle, especially if both fighting NPC fleet are neutral to player, come with big amount of D-Mods, so if you want have ship in somewhat good condition you need earn trophy by yourself.

Also another idea about remnants, how about make them act more aggressive, preferably make it as consequence of story events make them act like pirates, build own stations and attack habitated systems.

I noticed what alot of new weapons doesn't have description, also I think is good idea is tutorial with comparison of mod weapons and hints which weapons in which situation is better, but if I recall something like that is planned.



i cant remember what its called off had but there is a mod that makes [redacted] spawn in hyperspace perpetually

318
It's impossible to do either unfortunately. The API doesn't support it. Changes to damage to fighters are blanket changes not weapon specific.

is it possible to program something into the weapon itself on a case by case basis?
copy and paste the code to each weapon you want to have the chance to mis?

isnt that how it works with the fire over friendly ships?
or is that a blanket code that just uses the code from missiles?

319
I don't think increasing the speed would significantly increase survivability anyway. It doesn't matter if you fly at speed 50 or at speed 400, if you're going in a straight line that large shot is still going to hit you. You'd have to make strikecraft fly in evasive patterns instead of straight to really help them dodge shots (at which point PD efficiency becomes mostly a factor of projectile velocity more than anything else).


actually at some point i really hope alex makes a system whereby you can have elite fighter groups/officers or some skill that makes strike craft do something like this out of the box

320
Mods / Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« on: July 01, 2021, 09:03:48 AM »
get the nexerelin mod, follow instructions in new game

321
also currently the only TC LOL

.....did you make vacuum in the past?

322
Modding / Re: New Map of the known Modiverse
« on: June 30, 2021, 09:14:32 AM »
i hope the new mods start adding to this

323
Modding / Re: Chinese Mods Translation Repository and Request Thread
« on: June 30, 2021, 09:08:30 AM »
is fsf any where close to being ready for translation?

324
Modding / Re: [0.95a] Star Wars 2020 v0.7.4
« on: June 30, 2021, 09:03:33 AM »
hey would you mind if i edit the ship stats a bit to make this more friendly with the archean order mod?

really enjoy this mod but the stats fall short the bigger the ships get (because of the changes archean order makes)


nevermind i didnt realize how monumental of an undertaking that would be for me

325
Spoiler
so i have been taking a break from the video editing in light of looking for a part time job to keepme afloat, as well as practicing my music and getting ready to possibly to guitar lessons, AND getting my personal brand on teespring utilizing my art up and running (im doing "way too much" but hey, i like it that way)
i have a personal wish list, which you may or may not be interested in
its pretty short really

it would be really cool if you make a version of this mod that is (stats wise) compatible with the archean order total conversion

totally understand if youd rather just keep updating/upgrading vanilla style content

if that is the case, can i have persmission to change the stats of the ships to make them more in line with the archean order total conversion?
all i would be doing (since i dont know how to sprite) is changing the stats so that they line up properly

everything is done much differently in archean order

since the beta was just released, i highly recommend giving it a go: it is quite interesting the changes that have been made to the mechanics and how everything works

either way cheers!  thanks for the great creation and i look forward to any thoughts you may have when i finally launch my channel!

also, as a huge fan of mechs and suits, the new bushi is VERY COOL

Sup bro, thanks again for reaching out. You can go ahead and try updating the stats for Archeon Order. If you're please with what you have, you can send me to have it uploaded here as an additional option. My company is closing the office here in Thailand and I'm quite busy organizing everything so It will be a while for me to upload the next patch. Anyway, I want to show you what I got so far.


[close]

cool thanks!

prayers that all is well

.....i really hope that new ship is made to ram things!!
there really isnt enough of that is starsector in my opinion lol

i really hope the final version (of starsector) has combat boarding (ram a ship, stick to it, send in the marines!)

i apologize i got carried away lol

326
there was a mod that did this in the past, and it dynamically did this for the modded factions too (made it so bounty fleets could have any fleet composition or something to that effect) and yea had the defector fleets
i think it was vayra

About Vayra bounties, I liked not only unique bounties, (I prefer actually HWBs from Ship and Weapon pack, since number of active unique Vayra bounties is fixed, and you can't skip it if you don't want attack allied bounty fleet, you need to pick these from bar, but idea is very similar, its bounty with unique ships as reward), I liked what bounty fleets can belong to all factions, not only pirates, so you can play as pirate, and still complete bounties against their enemies.

Also in Vayra factions can put bounty on player head, Nexerelin have Vengence fleets, but they seems pretty weak, player bounties from Vayra was much more dangerous.

i love all of those mechanics, really.

if i had to pick one though it would be dynamic bounties in which they can have a different factions (defector) or be a super powerful faction specific fleet turncoat (deserter)

so yea defectors and deserters

also figured i would share my enabled mods list to show what is compatible (no crashes so far)
Spoiler
"pantera_ANewLevel40",
  "adjustable_skill_thresholds",
  "Adjusted Sector",
  "anotherportraitpack",
  "archeus_beta",
  "armaa",
  "automatedcommands",
  "combat_docking_module",
  "timid_commissioned_hull_mods",
  "lw_console",
  "diyplanets",
  "DetailedCombatResults",
  "sun_flux_reticle",
  "gladiatorsociety",
  "GrandColonies",
  "hm_barratry",
  "hullmod_specialization",
  "sun_hyperdrive",
  "IndEvo",
  "lw_lazylib",
  "leadingPip",
  "logisticsNotifications",
  "MagicLib",
  "su_CarrierHullmod",
  "su_CarrierHullmod_Rebalance",
  "mir",
  "more_ship_names",
  "nexerelin",
  "console_overlord_additionalcommands",
  "QualityCaptains",
  "sun_ruthless_sector",
  "secretsofthefrontieralt",
  "SEEKER",
  "PT_ShipDirectionMarker",
  "simpleplayerflags",
  "solsystem",
  "speedUp",
  "sw",
  "starpocalypse",
  "sun_starship_legends",
  "stelnet",
  "timid_supply_forging",
  "trulyautomatedships",
  "US",
  "ungp",
  "UGH",
  "audio_plus",
  "shaderLib"
[close]

327
i just realized you made biomancy so my comment earlier may have been out of turn

i apologize if it was!

328
Mods / Re: [0.95a] Osiris Alliance v1.0
« on: June 29, 2021, 04:47:23 PM »
really like the design choices!

very cool!

i hope you follow the above spriters advice, and also expand upon your creation!

329
so i have been taking a break from the video editing in light of looking for a part time job to keepme afloat, as well as practicing my music and getting ready to possibly to guitar lessons, AND getting my personal brand on teespring utilizing my art up and running (im doing "way too much" but hey, i like it that way)
i have a personal wish list, which you may or may not be interested in
its pretty short really

it would be really cool if you make a version of this mod that is (stats wise) compatible with the archean order total conversion

totally understand if youd rather just keep updating/upgrading vanilla style content

if that is the case, can i have persmission to change the stats of the ships to make them more in line with the archean order total conversion?
all i would be doing (since i dont know how to sprite) is changing the stats so that they line up properly

everything is done much differently in archean order

since the beta was just released, i highly recommend giving it a go: it is quite interesting the changes that have been made to the mechanics and how everything works

either way cheers!  thanks for the great creation and i look forward to any thoughts you may have when i finally launch my channel!

also, as a huge fan of mechs and suits, the new bushi is VERY COOL

330
i apologize if youve done this and i just havent noticed, but it would be cool for some of the bounties to be "rebel fleet" with high end specific-to-the-faction gear
defector fleets

there was a mod that did this in the past, and it dynamically did this for the modded factions too (made it so bounty fleets could have any fleet composition or something to that effect) and yea had the defector fleets
i think it was vayra
anyway seems like a really cool way to keep the bounties interesting without having to do too much (maybe make a code that points to already made faction fleets; afaik thats how everything works anyway, right?  sorry i just play for now.  in the future i would like to get into coding[if i ever have time])

whenever you get around to making the boss bounties, maybe look into this and kill two birds with one code?

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