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

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1
Seriously? Not cool. Forum rules are here, treat other users with respect: https://fractalsoftworks.com/forum/index.php?topic=2668.0
You're pretty clueless too. ;D

2
General Discussion / Re: Conquest appreciation thread (0.95.1a)
« on: October 09, 2022, 05:00:35 AM »
WHAT HAVE YOU DONE TO MY DARLINGS

3
lol dumbass

[attachment deleted by admin]

4
The "pirates but epic" mod does that, iirc. But I'm not sure you'd want what you're asking for. If pirates know all hulls, weapons, and hullmods, you could buy them very easily, and also steal all blueprints from them too. Makes a bit of a mess of things. To make say 10% of pirate fleets be "borrowed" from enemy factions would probably require more than tweaking config files. The base game seems picky about spawning ships not known by that fleets faction.

5
General Discussion / Re: No autosave? Seriously?
« on: October 06, 2022, 02:55:39 AM »
Hey now... some of us just like to complain because we're "invested AF".. and prone to yapping about our latest obsession to anyone within earshot. And it's disheartening to imagine the game making a bad first impression on others.

In the last few threads on Reddit by new players asking for mods, the Autosave mod keeps being pretty much the top mention, ahead of pretty much everything else: Speedup, Detailed Combat Results, Stellar Networks, Graphicslib, console commands, QoLP, Nexerelin, SWP...
And at the same time, people keep recommending against content mods for beginners. This hints at two things: (1) The posters know how to handle and enjoy vanilla gameplay, so their opinions should count for something. And (2) that Alex is on the right track when it comes to the vanilla gameplay experience generally, since vanilla is considered sufficient (and enough!) for a first go.

But the 'must-have' utility mods should still inform what should be vanilla features, IMHO. And autosave currently takes the first place.

6
Suggestions / Re: The white screen explosions are annoying
« on: October 05, 2022, 02:15:45 PM »
That looks great ;D

7
General Discussion / Re: No autosave? Seriously?
« on: October 05, 2022, 12:37:35 PM »
Quote
March 14, 2022
Oops! :-[
I guess we won't be hearing from OP...

8
Mods / Re: [0.95.1a] QoL Pack 1.1.0
« on: October 05, 2022, 06:30:39 AM »
Made a fresh install of version 1.1, and the feature of shield activation after system use is unfortunately  still acting weirdly. So if I use Accelerated Ammo Feeder with the shield on, and turn off the shield manually, the shield will activate when AAF runs out. Which tends to result in unintended overloads, solving one problem while introducing another. So I'll just have that disabled in the ini file for now, I suppose.

9
General Discussion / Re: No autosave? Seriously?
« on: October 04, 2022, 02:50:42 AM »
Quote
I've just lost 5 hours of progress because game decided to randomly crash on me. ... I restarted the game, looked at my sad pathetic fleet and amount of credits, and called it quits.
That's gotta sting, that's just awful. I would ragequit too. Just give the game a second chance later.

I agree with OP on this issue. If you treat your new players as unpaid alpha testers, at least listen to their feedback. Starsector is still in alpha, so a new player is in a position similar to an unpaid alpha tester, and this should make their experiences matter, and their feedback carry some weight, if given sincerely. New players will always have expectations and make assumptions, based on the tropes of your genre, and if those assumptions get violated too often, the game is at fault, not the new players. Starsector has no autosaving whatsoever. What contemporary games do not have autosave?

To get an idea of what games are starsector-adjacent, we can use this site, which gives us:
RimWorld, Stellaris, PlanetSide 2, Mount And Blade, Factorio, Crusader Kings, Hearts of Iron, Skyrim
So, which of these games don't have an autosave feature? The original mount and blade I guess (not bannerlord). But the lack of it was hardly a feature. The way bannerlord does it would work well IMO.

Add an autosave timer, then trigger a save around that time, preferably at market exit/battle won/jumping, then put the campaign.autosave.zip in the save folder. Loading a save with an autosave newer than the manual save, gives a prompt with a choice of either option. Autosaving without interruption would be nice, but not necessary. This would seem like a good use of dev-time, IMO.

Please try to remember that this is a 1-2 person dev team however. You could easily get lost in the number of feature requests that are possible yet take a substantial amount of work to implement. You have to prioritize in that situation and the feature being in the modding community at all is reason enough to not spend unnecessary time on it imo- especially when that makes the feature completely optional.
IMHO, assuming players will mod your game from day one would not be a good idea, and afaik not what the devs do now. Especially when it's so unclear which mods would be semi-obligatory.

10
Suggestions / Re: The white screen explosions are annoying
« on: October 03, 2022, 03:21:40 PM »
I'm necroing this because my eyes hurt

Open \starsector-core\data\config\settings.json in notepad, find the line with "enableShipExplosionWhiteout", and replace "true" with "false".

It really should mentioned in a FAQ somewhere. And be in the GUI settings. I had the same problem as you have now, I just happened to find the forum thread with the answer. (this one)

11
Done!
Oops, no faction file for the luddic path? I guess it would be identical to the one for the luddic church?

Since Stable Diffusion often creates portraits with the anatomical equivalent of severe dmods, most of my time was spent drawing over or editing results from decent enough bases
What are you talking about? I had a go at making starsector portraits with stable diffusion about a month ago, and those turned out perfect. Someone should make another portrait pack...
Spoiler
[close]

12
It's the sort of thing a magician would use in a trick.
Well... perceiving the in-game world as vast and as real and as full of people is an illusion, and creating immersion means making that illusion believable. That's the goal. It's like, tricks all the way down, dude! Anyhow, "different strokes" and all that...

13
Adios amigos.
You've started three threads in, what, a week? You've acted angry and entitled, while people have been trying to be helpful and ask questions, but it's been a one-way conversation. Why should people even put up with your tantrums?

If the game is too difficult, (1) Start a game on easy difficulty, and not with iron mode .(2) Enable the help popups, and read them, (3) Save before every battle, and reload if things go too badly. And (4) Don't install content mods and expect the game to be balanced or beginner-friendly.

14
The first thing that struck me when I saw them as a whole is that they look the same as the vanilla portrait set.  Same general shape and the same color scheme. When I want to add a portrait pack, it's to expand the general range of shapes and colors to generate unique impressions.  Viewed individually, the AI generated images might seem to have variety, but it's very shallow.  You cease to be able to differentiate between individual portraits if you use them in-game.

Ideally I'd want a distinctive look for my own officers, but for other NPCs, what the game needs less of is the 4th wall-breaking moments where you run into a clone of say, your own administrator. For me, that was the main downside of playing with vanilla portraits only. So you need more portraits to minimize duplicates. But if you do run into a duplicate, some blandness will cover it up, while distinctness makes it blatant: you would remember seeing exactly that face somewhere else, just because it was memorable. So quantity > generic > distinct, IMO. Against that kind of immersion-breaking, at least.

Not saying this portrait pack is bland. They just fit right in.

15
General Discussion / Re: New User!? Mods or vanilla~
« on: October 03, 2022, 01:43:22 AM »
So I'm new-ish to starsector, bought the game in July, am currently on a Nexerelin play-through with a few content mods, but played 100+ hours with just enhancement mods. It was not super easy to get started modding. When modding games with its player base on the nexus or steam workshop, it's easier to go straight to the all-time favorites, because those sites will sort mods by popularity automatically, which tends to put you on the right track.

I'd advice against content mods for your first run, since the base game have plenty enough ships and weapons to familiarize yourself with. And there are no 'essential' mods. I do however have some recommendations.
Speedup: For speeding up the slower parts of combat. Definitely my first pick.
Interesting Portraits Pack: Vanilla has a bit too few portraits for you not to notice.
Detailed Combat Results: If you like tweaking loadouts, and look for underused weapons on your builds. No downsides otherwise. Needs the RAM limit increased, like most mods.
GraphicsLib: No downsides unless your graphics card is old. If so, try disabling bloom.
QoL Pack: Has a few quirks of its own, but it's better than getting salty over failing to reactivate your shield too many times. I don't use it currently, but it's worth a try.
LazyLib: Required for Graphicslib and QoL Pack.

Have fun!

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