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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 - Big Bee

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1
Modding / Re: [0.96] The Apocrita Association v0.3.1
« on: November 26, 2023, 06:34:05 AM »
v0.3.1 Update

Balanced the energy weapons a bit, fixed an issue where a bounty quest reward superweapon (at least it's meant to be one) would spawn normally.
Also tweaked some bounty stuff a little.

I'm pretty burnt out on Starsector so I'm not really working on this actively anymore but still tell me if something needs to be balanced.

Changelog
Weapons:

-Atrox Light Cannon:
--Increased flux per shot to 300 (was 250).

-Tristis Pulse Gun:
--Increased flux per shot to 120 (was 100).

-Byblos Antimatter Caster:
--Added 'restricted' tag so it should no longer appear randomly, only as a bounty reward.
--Increased flux per shot to 1000 (was 900).

Ships:

-Slightly debuffed the shield efficiency of some non-pilotable bounty ships.
-Adjusted shield module placement and module shield arc on a non-pilotable bounty ship.
[close]

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2
Modding / Re: [0.96] The Apocrita Association v0.3.0
« on: September 14, 2023, 04:47:53 AM »
I am sorry, I fear your mod may add solar systems in random sector "the wrong way", planets potentially end up having 2-3 different owners at once with different markets despite representing the very same planet and supposedly market.
My current notes for the mods concerning Apocrita and Stop Gap Measure:
Quote
handmade Systems still have the potential to spawn several factions occupying the same planet & börking the market
probably spawns systems before random allocation so the same planets get assigned twice or even more often

Oh damn... I think I used a guide someone posted when someone else asked about making systems, based on the Periphery Planet Pack mod.
I have no idea how to fix that but I will look into it when I have the time, thanks!

3
Modding / Re: [0.96] The Apocrita Association v0.2.0
« on: August 24, 2023, 01:48:11 PM »
v0.3.0 Update

This update was actually mostly done around the end of May, but then I started getting busy with other stuff, so I had to wait until I could finish it...
I had an idea and it went seriously out of hand...

Changelog
Ships:

-Added:
--Mellifera-class Heavy Tug.
--Abscond-class Courier (HVB).
--"Strange Vessels" HVB bounty chain. (It's supposed to be difficult but it's probably just unbalanced as hell...)

-Changes:
--Polistes:
---Tweaked sprite.
---Removed 4 small slots.
---Reduced OP to 130 (was 160).
---Adjusted variants.

--Polistes (E):
---Tweaked sprite.
---Removed 1 small slot.
---Reduced OP to 140 (was 170).
---Adjusted variants.

--Vespul
---Reduced OP to 120 (was 130).
---Adjusted variants.

--Cteno:
---Added Automated Repair Unit and Resistant Flux Conduits as built-in hullmods.
---Replaced Interdictor Array system with Entropy Amplifier.

--Ceraphron (P) and Osmia (P)
---Changed tech/manufacturer to Pirate.

--Belcher
---New system AI to make it use its system as a weapon.

Weapons:

-Changes:
--Vivax
---Projectile now passes through missiles and fighters.
---Increased range to 1000 (was 800).

--Mandibula MRM
---Flight time reduced to 15 (was 30).

--Aculeus SRM Pod
---Flight time reduced to 10 (was 25).

Other:
-AA crest flag changed.
-Slightly tweaked a bounty description.
-Adjusted weapon rarities.
-Fixed weapon prices not being read properly.
-Tweaked the Synoeca's description.
[close]

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4
Modding / Re: [0.96] The Apocrita Association v0.2.0
« on: August 08, 2023, 03:37:48 AM »
Honestly, I feel like this would give far more value as a content expansion than a faction mod.
Faction mods take a tonne of author dedication to feel like a natural part of the game that earns its place, otherwise it just makes for a less coherent gameplay experience.
Content expansions, however, simply need well-made vanilla-like ships to make the game feel more expansive and make factions feel better fleshed-out. It's sometimes even possible to forget what's vanilla and what's not; like, when I checked what ships come from Ship/Weapons Pack, I was surprised to see that stuff like the Eos Carrier or the LG Conquest aren't vanilla.

Every ship in Apocrita would fit perfectly in another fleet or even multiple if it just had a different coat of paint, and the roles they fill feel basic and important enough that they might come to feel like staples of the game.
Zethus seems like a must for pirates and independents.
Xyloc? Also independents.
Polistes would fit right in with Persean League, and Cteno feels right for pirates and/or Syndria.
Mound and Urocerus could possibly even be added to the low and high tech remnants respectively, they'd certainly fit right in.

Styling them for different factions doesn't mean you have to go with the standard brown/tan/blue of low/mid/high tech either. Personally I love some colour scheme flair in content expansion ships.

Anyway, that's just my suggestion. Adding more to factions is usually better than adding more factions.

Oh, thank you!

Originally, I was actually going to just make a regular ship pack as I wanted to give kitbashing a go, and made it into a faction mod cause I wanted to try that. A lot of this mod right now is just whatever I wanted to try out, including weird little experiments like the bounty ships, or a bounty enemy I haven't finished yet...

I've been busy with university work and other stuff for a while so I haven't updated in a while, but hopefully I'll be able to get back to it soon. I've actually been planning to try to add a second faction to the mod as I'd attempt to make some ships from scratch, and have been feeling that the Apocrita stuff is a bit too generic, with no visual consistency beyond the pale colouration.

Perhaps making them be more "general" ships would be a good idea, and the Apocrita Association's lore would probably fit with it, since all the ships are canonically kitbashes too. Maybe I could make most of them be general ships with more varied colours, while the current sprites could remain as a XIV/Lion's Guard type faction variant? Or maybe just remove the faction part altogether? Having proper paintjobs would definitely be harder than just slapping a low saturation and hue shift to them though :P

I will have a look into it, thanks for the suggestion! And thanks for playing my mod!

5
Mods / Re: [0.96a] LOST_SECTOR - Exploration and quest content
« on: August 08, 2023, 03:24:05 AM »
ooh this looks really cool, gonna have to try it out soon!

6
Suggestions / Re: Make Disabled vs Destroyed actually matter
« on: July 11, 2023, 03:23:04 PM »
Oh, I always thought that disabled ships were still possibly recoverable while destroyed ones are just gone. I always assumed that that was how the game decided recoverability, and did try to keep ships from getting blown up more after being disabled...

It feels kind of like an indicator, but I guess it isn't one anymore for gameplay reasons?

7
Modding / Re: [0.96] The Apocrita Association v0.2.0
« on: June 23, 2023, 08:49:00 AM »
I found much more interest in this mod, I'll update you more

I'm sorry, I don't quite understand what that means... Thanks for the interest though!

8
Modding / Re: [0.96a] Epsilon Pact 0.3.9
« on: June 18, 2023, 01:48:46 PM »
cool ships! love the funky diagonal cruiser

9
Suggestions / Re: next game- three dimensions
« on: June 11, 2023, 03:35:21 AM »
That's... quite a suggestion. And it's not even april fools....

10
I think the Industry tree is kind of a problem, cause I feel like it's pretty much mandatory to take logistics skills. That said, I do tend to explore a lot.

Halving fuel and supply costs is insanely useful for expeditions, to the level where it feels like I have to take them. Extra storage is also good but isn't really vital. Hull Restoration is cool, but I feel like it only really feels important when playing modded, with all those bounties and unique exploration ships floating around. In vanilla you can replace all ships except like 1 so it's not a big deal. The planet governing one is also very useful, it's not vital but it is another one of those skills that you can't really replace, it's the only way to govern +1 world without using AI cores IIRC.

I think it mostly comes down to what only you can do as opposed to an officer. Only you can take logistics skills while combat skills can also be used by AI officers.

11
Modding / Re: [0.96] The Apocrita Association v0.2.0
« on: May 20, 2023, 10:16:37 AM »
Hi Author! is this mod still active?

Hello! Yeah it was released just this month!

I'm currently mostly just waiting to get more feedback while I'm also testing stuff out normally as well to see what needs to be rebalanced.

12
Yea I usually focus on exploration and blueprint hunting from near the start and often get "proper" capital BPs very quickly, usually before either of those 2. So I just end up never setting them as my faction's capitals...

I guess it'd also make sense cause they're refits of common civilian designs.

13
Modding / Re: [0.95a] Long Ships 1.9 | Wide Legion
« on: May 17, 2023, 04:32:31 AM »
One day you will have to answer for your actions. And God may not be so merciful..

14
Modding / Re: [0.96a] Arulite Starworks v0.2b
« on: May 16, 2023, 02:13:22 PM »
Ah yeah another post was talking about modded capitals overriding the Conquest and Pegasus cause modded capitals are prioritized while the vanilla ones are not.
I guess mods should just add the new ships to their blueprints instead of setting priorities?

15
General Discussion / Re: My Dominator is completely useless.
« on: May 16, 2023, 06:29:42 AM »
Try an aggressive officer with hellbore instead of hephaestus, it's cheaper and stronger.

I like the hephaestus, it's cool, but it's not actually that good, especially since the hellbore costs less OP.

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