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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Messages - Arcalane

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1
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: September 17, 2022, 04:04:34 AM »
I see I've missed some musings. Looking at the banners, here's my take;

Spoiler
The progression is approximately;
Colonial -> Arkgnein State -> Federation -> ARS

The Colonial Initiative flees war, arrives in the area, sets up colonies. The most influential/notable becomes the Arkgnein State, which then rallies the other colonies around it to form the Arkgneisis Federation. Around this time you also have the Colonial Pirates.

However, something happens, possibly around the time of the Collapse that brings down the Gates. The Federation fractures, violently. At some point, survivors rally under the Anarakis banner, and possibly still have an initially-optimistic, pacifistic bent. Alas, the needs of the times force them toward raiding and piracy. Perhaps they're mostly merciful and get by through cons and leave most of their victims unharmed, but nonetheless steal and cheat their way to surviving. Some of them tell themselves that the resources will be used to rebuild the ancient Federation, but most know this is false.

As for "Skailar" and "Sunrise", my guess is that the former is a (possibly also extinct) corporation/corpostate a la Tri-Tach, and the latter is possibly another successor-state to the Federation trying to rebuild their former glory.
[close]

2
Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: October 03, 2021, 01:39:34 AM »
The Sajuuk Khar is basically unstoppable even by itself with a decent weapons setup honestly, so the high deployment cost is pretty reasonable if you can actually get your hands on one. If you have one then you've essentially won the game unless you're playing against some really OP mod content.

3
Mods / Re: [0.95a] Weftin's Ship Pack
« on: September 26, 2021, 10:05:36 AM »
Good to see these hulls back in action - I remember playing with the IFed way way back when the game was just the Corvus system with nothing else.

4
Blog Posts / Re: Of Slipstreams and Sensor Ghosts
« on: September 24, 2021, 03:37:52 PM »
I, for one, welcome our new hyperspace toobs. It'll be nice to have some interstellar terrain that isn't just "you go slower" or "you can go a little bit faster if you do it right but if you don't you'll get yeeted off course instead"... ;D

Curious to see what modders will do with this too. I could see entirely-custom sector maps with static slipstreams being a thing for TC-type mods, as well as colony or stable-point structures to artificially generate a stable slipstream between two specific systems.

5
Suggestions / Re: Centralised Colony storage
« on: September 10, 2021, 06:53:17 PM »
I'd suggest limiting it by distance, accessibility, structures (e.g. waystation), or some other function though. Otherwise you can just set up colonies out in the rough middle of wherever you're exploring and magically have access to all your supplies and an easy way to offload loot to send it back home at minimal effort, then close the colonies down/abandon them when you're done with that area.

Otherwise it'd be a nice little bit of QoL.

6
Suggestions / Re: Allow breaking beacons
« on: August 01, 2021, 02:08:15 PM »
Being able to 'decommission' beacons once systems have dropped below certain threat thresholds would be appreciated. I set up shop in an orange-beacon system thanks to a decent number of worlds and its proximity to a hypershunt, and that beacon will forever remain there as a warning despite the system being perfectly safe... well, so long as you're not a Hegemony AI Inspection Fleet. Then it is exceeding unsafe... ;D

I feel like getting rewards should require going to the Hegemony though - and they should have no reason to reward you if they dislike you. Especially if they've already lost inspection fleets to your colony's defenders. Otherwise they're basically paying you to harvest AI cores that you're then pouring into making your colonies stronger.

7
Modding / Re: How to make your own bundle of portraits?
« on: August 01, 2021, 01:59:27 PM »
I recommend you dissect an existing portrait pack to get an idea for how it works - they're really quite simple. The 'code' is also so simple that I doubt anyone will yell at you if you use a pack as a basis for your own, so long as you scrub all the unnecessary content & details, and update credits/urls/etc.

8
General Discussion / Re: Strong ships, weapons, etc.
« on: July 12, 2021, 12:00:24 AM »
Hi all, I just kind of started Starsector the other day. I dabbled a bit before in vanilla but really wanted to play more with some mods. The game is somewhat overwhelming as is to someone completely new much less without the large amount of mods I installed but I'm getting the hang of it pretty quickly and enjoying it. I've found myself slowly amassing a fleet, taking over a planet and slowly building up bit by bit. One of the issues I've found though is some fleets seem incredibly broken, partly due to just their ships in general but also because I don't know how to lay my weapons out and what not properly. So can someone give me some advice - mods included, what are some of the best factions or ships in general to start to build my fleet with? I don't mind if it's overpowered really, I just want a general idea of what to look out for. I only have a handful of ships on me right now and I'm able to take care of a decent sized fleet pretty easily but then when engaging in some groups I get annihilated. I was watching videos for a general idea of some things but one such thing that I didn't really get was the weapons layouts. I know the colors for the variations like missiles, pulse weapons and all that but I don't know what's really just flat out good, I was going mostly by the DPS, points they cost, money they cost, assuming that the cost and DPS would make them better but so far that really doesn't seem to always be the case. I was doing autofit for the longest time because it felt a bit overwhelming, even pretty much ignoring vents and what not but I feel like it's really kind of screwing me over in the long run.

TL;DR

Most OP ships/factions to try to obtain or side with

Best weapons to look for and how to generally fit your ship well without autofitting

Also if it helps, my current modded playthrough I've sided with Diable Avionics and I'm running a few of their ships.

As the rest of this thread has already demonstrated, there are a few standouts in the vanilla lineup, but getting people to agree on them can be tricky and a lot of it comes down to playstyle. ;) For anyone to comment on mods, you'd probably need to tell us which ones you're using. For instance, I will happily vouch for the firepower of the Hiigaran Descendents and their faction weapons, but that doesn't help you if you're not using that mod.

For the most part, I think that modders aim for relatively-balanced-with-vanilla, so barring going for an explicit Super Powered Cheat Guns/Ships mod you're probably going to have to do a little digging to find anything crazy in your current lineup.

A lot of it also depends on your skills and build, or those of your officers. For instance if you have the mod that lets you ride up to level 40 and have every single skill. Your flagship will be a monster with that, unless you're exceedingly bad at the game or pick something really weird.

tl;dr

We need more information about your mods, otherwise we can only give feedback based on vanilla content.

9
Last I heard Alex already had plans for the AI to set up a pair of Defend/Waypoint locations flanking the station for future builds, so this is already covered (even ignoring the fact the Mothership and Derelicts are pushovers).

10
Suggestions / Re: an industrial item that makes neural uplink global
« on: July 09, 2021, 09:40:33 PM »
In fact, the ability is a planned upcoming skill, meaning you'll be able to just get it for free after a couple of levels. https://twitter.com/amosolov/status/1411058980923789319

You're missing the limitation(s) though; you can only hop between a couple of ships at a time. Per the blogpost, emphasis mine;

Quote
A new top-tier Technology skill. This lets you rapidly switch between two (and only two, at a time) ships with the “Neural Interface” hullmod.

Deshara wants this limitation removed.

Presumably this would be as easy as removing the limitations from the basic hullmod. Alternately, simply making an ultra-rare hullmod schematic in the rare items pool that does the same thing as the regular neural link hullmod but without the limitations.

I doubt it would be particularly challenging to put together, but I also equally doubt it would be made a vanilla feature.

11
Mods / Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
« on: July 09, 2021, 01:51:52 PM »
Very odd. I tested the startrek_federation character ingame and it worked just fine, all I had to do was add it to characters.csv and character_factions.csv.

You can check the .log files in /starsector-core/, that might have more hints. Doublecheck your tweaks as well as it might be you made a typo or something.

12
General Discussion / Re: About expeditionnary forces
« on: July 07, 2021, 11:09:11 AM »
The Hegemony's AI Inspections are semi-regular, but raiding/anti-industrial expeditions are more random. It seems like you just got bad timing for them all to come in relatively close timing.

And yes, as you expand your operations and production, you'll draw more ire from the Core Factions as you take larger shares of more markets.

13
Modding / Re: Yunru's DevMods
« on: July 07, 2021, 10:02:44 AM »
If I'm counting right, the numbers per mod should be...

1, 2, 4, 8, 16, 32, 64, 128, 256, 512 for 10 mods; max possible is 1,023.
1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 for 11 mods; max possible is 2,047.

If it can go up to 2,047% then you've either skipped one of those but somehow made up the difference, or you've miscounted and there's 11 as Retry says.

Ed: Looking at your own .csv, yes, you've miscounted. There's 11 mods per group. There's 35 lines in the .csv; if you strip off the header line and the trailing blank line, that gives you 33 lines.

14
Mods / Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
« on: June 30, 2021, 03:06:00 PM »
Right, didn't have much luck finding anything satisfactory for the tweaks, but here we are.

Changes:
- Corrected some of the tlhIngan Hol used in the startrek_klingon character, tweaked a couple of lines, added a couple of proverbs/sayings.
- Added the startrek_federation character. Good for goodly heroic types, should be blacklisted from pirates/luddies. M/F, steady/cautious/reckless. Includes gratuitous attack pattern callouts. Yes I've been playing STO lately, what of it?
- Added the d2_drifter character. Y'all ready to bang knuckles? Male only, steady/reckless/aggressive. One mention of "ghosts", but otherwise just generic quotes.
- Added the d2_shaxx character. He isn't sure who to be angry at. Male only, steady/reckless/aggressive. No explicit Destiny references.

https://www.mediafire.com/file/6omm65bpcs0okqq/CC-Arc%2527s_Updates.zip/file

Only includes the actual character .json files, no .csvs for the faction tags and such. I'm not entirely happy with the running/retreat lines for the Federation Captain but I couldn't think of anything good. Category tags/etc. are set up, so they can be filtered out with the disallowed tags if desired.

I'll see if I can't make some more later.

15
General Discussion / Re: Transverse Jump Missing?
« on: June 30, 2021, 11:56:43 AM »
It's also possible it got shunted to the second ability bar - there are enough vanilla abilities that if you have more than a couple of mods that add abilities, it'll shunt stuff along.

Fortunately there's little PREV/NEXT buttons down there that you can use to check.

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