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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - Nick9

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16
Mods / Re: [0.96a] ScalarTech Solutions 0.9.1
« on: March 09, 2024, 10:08:48 AM »
Working on 0.97 just fine.

A classic one, fits almost any playthrough. I really like weapons and fighter wings from this mod. stitch looks ugly on sunder though *cough* In terms of ScalarTech ships, I personally tend to overuse Tress and Strand carriers. Sateen is kinda under-fire-powered for a capital, but on manual control is really fun to play with. Top 1 small faction mod for sure, feels like a non-invasive DLC for vanilla+ run, incredible.

Reaper+ torpedo is worth to be mentioned separately, at least by using size 6 font

17
Suggestions / Re: Gameovers
« on: March 09, 2024, 12:43:59 AM »
this reminds me of space rangers text quests, where you could have done ridiculous stupid dialogue options or fail a mission and the game would just say "the life of the great ranger is over" or something.

Damn good game ;D
I still love it, I just don't play it...


Could be cool to have such quest as a high level bounty or something, where you need to win in the orbit, on the ground, and then there's a text adventure. Ah, my fantasies...

18
It's already against everything and deserves a ban, yet I want to notice that there was at least 1 case of such person being rehabilitated, so if we'd REALLY went on a fullscale witch-hunt, in some cases it will be like an execution of felon who already served his time in a prison, was released, and actually changed his life.
game mods are based on trust, once lost it cant be restored.

It was so long time ago it did actually restore though, good luck finding mentions.

I stand with approach that modder can say that mod X is incompatitable with mod Y, but there is no place for restricting players from running mods that they so choose. Be it personal grudge or anything is not excuse to make players unable to play with compatitable mod X that works with mod Y. If someone wants to combine those two mods then they should be more than able to do so, since spirit of modding is not playing a petty grudges or dramas between other modders but creating and giving back to community that they are so invested in.

Yep, this is reasonable and how it should be. But still, what if one mod, for example, hooks to another mod without permission, injects code into its stuff AND clearly mentions that it does that? Grey area? Remove the mod that hooks anyway?

Simple example would be a "balance" mod. Or a mod that mocks some dialogue lines.

19
A full and total ban of mod authors who have even once proven to create or distribute any type of malicious code aimed directly at end user, regardless if this approach is targeted to specific users or whole wide scene of modded players.

It's already against everything and deserves a ban, yet I want to notice that there was at least 1 case of such person being rehabilitated, so if we'd REALLY went on a fullscale witch-hunt, in some cases it will be like an execution of felon who already served his time in a prison, was released, and actually changed his life.

edit: although it wasn't really malicious - it was a crashcode for sure, but it was an insta-crash, not a Ludd-have-mercy save bomb. We need to define malicious more clearly though. I am personally against any sort of crashcodes, of course, including incompatibilities created on purpose.

20
"I don't want to be ubermilitarized"

In the world, where everyone is militarized, you've given a choice between feeding your army, or feeding an army of your enemy.

although there are other ways on this 7-page discussion, just wanted to add this philosophical point

21
Mods / Re: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)
« on: March 08, 2024, 12:29:39 AM »
I am a drama queen myself (really!), but, please,

REFRAIN FROM POSTING DRAMA IN THIS TOPIC

0.95 version is not affected, it was never maintained by Matt.

This version is safe to use with anything. Burn bright.

22
Mods / Re: [0.97a] Diable Avionics v2.8.4
« on: March 07, 2024, 08:01:07 PM »
rest assured i won't be putting more code like that into tart's mods though.

Just into Tart's mods?

23
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: March 07, 2024, 07:50:23 PM »
Insane mod, now I can have some fights with FPS, not SPF.

24
Mods / Re: [0.97a] Diable Avionics v2.8.3
« on: March 07, 2024, 06:47:22 PM »
Hi there, why did you add malicious code specifically targeting another mod?

That's a heavy claim. Please elaborate.

It's related to latest dRaMa about bs nsfw mod when everyone went nutz, especially moralists as Matt. So he injected a crashcode (more like goodbye-your-save code) into his mod that works if you have removed from forum TNP or it's evil fork installed. And related to latest backpedaling:



Change itself that conveniently highlights the funny https://github.com/scardwell15/diable-avionics/commit/d724d7e0499d578fdf5147e923cb4da345068541

25
Mods / Re: [0.96a] Kon's Player Faction Bundles v.2.0
« on: February 24, 2024, 11:27:41 PM »
Yup, same, just first saw this mod, hope for an update!

26
General Discussion / Re: [0.97a] Post Your Endgame Fleets Here!
« on: February 19, 2024, 07:15:51 PM »
is it ok to still have, like, two hammeheads and a condor in an endgame
one apogee though
nex request fleet option makes me think about my life decisions now
will change this message to make it a post about their loadouts soon:tm:

27
Mods / Re: [0.97a] The Asteroid ship pack 1.4c
« on: February 15, 2024, 08:01:02 PM »
I LOVE that this is not yet another faction mod. I hate 3489242384724236472834673264723657236523456423642 factions spawning in my galaxy, I just wish to have more variety of ships and weapons, and this mod is perfect for my playthrough.

28
Mods / Re: [0.97a] Random Weapon Collection
« on: February 15, 2024, 08:07:33 AM »
Egret is cursed, I love it.

29
General Discussion / Re: What is your general take on v0.97?
« on: February 05, 2024, 09:53:00 PM »
"The QoL update"

Also Grendel is crazy, maan

30
Excellent mod, honestly. Nuff said.

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