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Messages - Zr0Potential

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31
Modding / Re: Pilotable Default fighters(Arma Armatura) ---> Idea
« on: May 23, 2023, 09:56:35 PM »
YES! I'm more of a Vanilla kind of guy so I've been wanting more actual fighters instead of mechs (no offense, amazing mod, just not my cup of tea)

We do have Vanilla Armatura but it's just plain fighters to strikecraft conversion with no stat changes/buffs like Broadsword (AA) or Xyphos (AA)

Anyways you might to look into Starfighter Intrastellar Modification Program for more custom Vanilla-adjacent strikecrafts ideas

Hope you can cook something up

32
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: May 22, 2023, 05:37:32 PM »

Slotting in a Nanoforge in a Heavy Industry/Orbital Works will replace Habitable with Pollution after a few months

Is this a part of the basegame or this mod? Because it doesn't work in base game

Basegame. It takes 90 days for Pollution to be permanent according to the wiki.

33
I made a fork and made the updates that seemed to be needed to get this working with 0.96a.

As soon as I can figure out the github actions permissions sorted out I'll push up a release for download. A 0.96a release is now available for download.

https://github.com/frakern/starpocalypse/releases/download/3.0.0/starpocalypse-3.0.0.zip

Anyone else who wants to work with me on this, please reach out and we can discuss future plans.

Much appreciated

34
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: May 19, 2023, 06:47:22 PM »
Is there a way to simply remove the Habitable condition?

Slotting in a Nanoforge in a Heavy Industry/Orbital Works will replace Habitable with Pollution after a few months

35
Small announcement for people playing with this mod:

I just realized the 0.96version was released. It will be a good opportunity to do some weapon and ship balancing. Unfortunately I'm away for a few weeks and will not be able to update the mod until early June.

So, if people have any suggestions/comments about some weapons not balanced enough, ships that feel "wrong", duplication of ships vs the new release etc... please feel free to type it down this topic, it will help me move faster toward a new updated version of SGM and will be greatly appreciated!

Very gladly! But first of all do we compare SGM to Vanilla or other mods too? Because if we're talking about overlaps there are some cases but here goes my thoughts, based on personal tweaks I've made to my personal bootleg of the mod (for personal use ofc), also this is pretty long so please bear with me :D:

1. Ships:
a. Auspicious/Apex: with the new update upsizing the Apogee's left hardpoint to a medium, the Auspicious is just Apogee but fighter bays instead of missile (something that could be done with the buffed Converted Hangar while keeping the Large Missile slot), without its own niche I think it's best to retire this ship.
b. Foundation: the small turret in the middle is facing backwards which is a bit awkward, maybe flip it to the other side or make it 360 degrees? It could also use another medium mount I think.
c. Era (LC): loses its small missile mount at the front compared to the regular Era.
d. Herder: sprite has two symmetrical bridges on both sides.
e. Copernic & Copernic (A): sprites have what looks like to be fighter bays but no slot.
 
PS. so glad you decided to bring back the Foundation Babel.

2. Weapons:
a. Hive SRM Launcher: as I've mentioned previously, it is severely underwhelming, I can share my stat sheet for what I think is properly balanced for it (to be between Swarmer & Locust).
b. Scorpius LRM: overlapped with the new Pilum Catapult, even the EMP niche, suggest removing it to reduce bloat.
c. David Missile System: personal opinion but the name is boring imo (no offense), and they, true to the lore, are awful and the only ones who'd use these missiles are Pirates (which in many cases it's either cheaper to use Hammers or just upgun to actual Harpoons), might want to try rebranding it or just remove them to reduce bloat.
d. Scattergun: a bit unreliable as a PD and a bit expensive for 5 OPs (for what looks like a makeshift weapon), might try increasing the firing rate so it can cover better and reduce the OP cost to 4.
e. Ice Bomb: very nice gun just think the sprites could use a touch up (feels a bit stretched) and a cooler name.
f. Mining Array: there are a few other mods that have similar or even the same as the Mining Array (at least HMI and BSC), personally I chose the HMI's out of the other options and disabled this in my bootleg to reduce bloat.

3. Systems/Worlds:
a. Byzos: Lepia's placement is too close to Bythinia in range of its patrols which leads to being rapidly decivilized in a few cycles, Bythinia is also lore-wise is a space dump so Scattered Ruins feels a bit lacking, personally I bumped it up to Widespread Ruins.
b. Ivree: Scilly has the size of 5 but the population of 6.
c. Utic: Nepheria being a size 6 independent with a high command and orbital works complete with a corrupted nanoforge strikes me as less than a "second rank industrial planet" lore-wise and more of a regional capital/command center (when the largest indie settlement in Vanilla is Nova Maxios), so I tuned it down by replacing high command > military base and orbital works > heavy industry.

Others:
a. Planet Illustrations are very awesome, would like to see more of them (or again, maybe AI generated illustration could be cool too) to give each planets more distinction.
b. Lots of typos/minor adjustments that could be made in the descriptions, I'd gladly help proofread if you need help with it.

All in all, this is my personal opinion based on my experience as a long time user of this mod, being one of the most Vanilla friendly that is still mantained (RIP DaRa & Missing Ships) and I'm very happy to support the development of this mod in any way I can.

If any others have different experience/POV/idea how to balance/improve, please kindly bring it up and maybe we can cook something up to make it even better. ;D

Edit: added Copernic feedback

36
Suggestions / Re: Slightly-Less-Augmented Drive Field
« on: May 15, 2023, 02:37:39 AM »
Try the Attuned Drive Field mod

37
Has been working fine for me on 0.96 with a modinfo edit

No weird crashes at all? Hmm, I should perhaps try running it too.

Haven't met any on my end

38
Has been working fine for me on 0.96 with a modinfo edit

39
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: May 13, 2023, 09:50:17 AM »
Kentington hasn't even logged in to the forums in a year and a half, so take a guess.

This mod remains just as unusable in .96 as it did in .95.1. Do not install it.

Kentington will update the mod to .96, he has just been busy with other projects. I confirmed this by contacting him.

This mod doesn't need an update, it needs to be first fixed so it doesn't break your game.

Nvm its DIY planets that he will update. But he did hand over BTS's source code to someone who desired to fix the mod.

Glad to hear, it's a shame to let all his good work go to waste

40
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 13, 2023, 09:47:27 AM »
Good work as always but yeah that mismatched slot size and sprite looks ugly ngl

41
Mods / Re: [0.96a] Nexerelin v0.10.6y (beta update 2023-05-12)
« on: May 12, 2023, 07:43:53 AM »
* Spacer debt available as starting option without spacer start

I THOUGHT MY LITTLE COMMENT WAS IGNORED TYSM <3

42
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: May 09, 2023, 11:28:57 PM »
Wish there were more upgrades to The Infernal Machine or an option to get the other tree's benefits (Shield + Minefield), overall a fantastic mod and TIM is a blast

43
Mods / Re: [0.96a-RC8] Larger Zoom
« on: May 07, 2023, 09:12:47 PM »
Really need this, should be part of QoL Pack tbh (assuming it's updated) or like plainly in the default Settings menu

44
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: May 07, 2023, 02:26:40 AM »
Anyone planning to continue this mod? Seems like the original modder moved on.

I managed to get in touch with Kentington. He's going to try to update the mod but cannot promise an exact release date.

Thanks King, and if Kentington sees this, thank you for creating this awesome mod (and if not, please send our warmest regards)

45
Currently, there are 4 new destroyers (technicaly, one is a skin of an existing mech, tho) that will be added.

OOOOOOOO i'm very much looking forwards to this, are they all new mechs or might there be a AA carrier-destroyer in there?

Hooo yeah more AA original ships & fighter conversions pls

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