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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - dostillevi

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16
Mods / Re: [0.95a] BigBeans Ship Compilation
« on: May 05, 2021, 05:25:18 PM »
I've been following your progress on discord and this is absolutely on my radar for a future playthrough. The spriting is already good and getting better and better (keep taking passes at the existing ships!). How are these in terms of balance vs standard faction ships, and how are they distributed across markets?

17
Found a minor text bug. When an agent is detected manipulating the political process, the agent's faction should lose standing with the two targets, in this case H.M.I and United Pamed. The text instead shows one of the targets twice, but the standing impact looks correct.

[attachment deleted by admin]

18
Modding / Re: [0.95a] Survey Corps Ship Pack
« on: April 26, 2021, 08:46:58 PM »
Fitting the updated Yonder and I'm happy to say I have decisions to make now. It still feels like it is a bit heavy on logistics capacity, but now I have to choose between extra fuel, storage, or high supply consumption. It's still pretty much an automatic add to any fleet with few drawbacks right now, but it's no longer immersion-breaking. Nice work!

19
Modding / Re: [0.95a] Survey Corps Ship Pack
« on: April 25, 2021, 09:16:37 PM »
Oh and sanity check it feels a bit over-tuned for the fuel and supply costs. For comparison, a Phaeton holds 200 less fuel, has the same max burn and jump cost, and costs only 2 supply less
than the Yonder. Likewise the Yonder is almost completely better than the Colossus, which has the same supply usage, holds 150 more, burns slower at 7 max, and has double the jump cost.

Based on the sprite and stated capabilities, I'd say it should hold about 600 fuel, travel at 7 max burn, consume 3 fuel per light year (giving it a range of 200 light years, which is pretty good I think), and have a cargo hold carrying 400 supply, and cost 10 supply per month, giving it 40 months of uptime or enough supply to survey a few planets. I'd also increase the crew capacity to 380 or so and a skeleton crew of 180. For a large ship like this, a lot more crew are generally needed for operations, not to mention surveying planets often demands more crew than the 150 this ship can hold. With these stats, It'd still be a one ship wonder that I'd feel comfortable taking out with a small escort.

Oh and I'd make it a civilian craft, possibly with a larger sensor profile like 120.

20
Modding / Re: [0.95a] Survey Corps Ship Pack
« on: April 25, 2021, 08:10:32 PM »
Happy to find my first Yonder in a market! I do agree for a premier exploration ship it might do better to have a less bashed look, but with a bit of a description change it could easily fill the role of a hacked together exploration vessel built by some desperate souls.

There is a typo in it's full description though. Last paragraph, "Strenght".

21
Mods / Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
« on: April 25, 2021, 02:43:13 PM »
I have no idea what could be referencing Brexit in the faction description, but David Rittenhouse is a famous astronomer of the XVIIIth century and was the first director of the United States Mint (which is fitting for a system named after caretakers and custodians).

Ah, okay. The Second to last paragraph, about Cycle 167, reads a lot like Brexit what with Johnson's Leave campaign winning a razor thin margin over Remain.

Incidentally if you get familiar enough with history, you'll find there are very few original stories in contemporary media. Best just to roll with it :)

22
I've also updated this for .95a and so far haven't had any issues.

One thought for a future update though, perhaps consider a way to make resource penalties more transparent. I now have several mods running that can apply penalties or bonuses to fuel or supplies consumption, and it's sometimes very hard to tell why a ship is consuming a particular amount of resources. This is definitely an issue bigger than just your mod - I'm thinking something along the lines of an intel panel where all of a ships bonuses and maluses - and their sources - are detailed.

The basic reasoning for this is to help inform market purchases and the impact of things like militarized subsystems, expanded cargo holds, and auxiliary fuel tanks. With commissioned crews thrown into the mix, I can't tell if this mod is affecting the base supply consumption or the modified supply consumption with both Iliad and Odyssey turned on when auxiliary fuel tanks are applied to a civilian hull, for example. Other mods also introduce hullmods that increase supply or fuel usage, further complicating the picture. At the end of the day, I often just want to know if a ship I see on market will end up being more or less efficient than the hauler I'm currently using, and I have to think about whether I've recently been to a friendly port, how far I am from the core systems, and how several different mods may or may not interact with each other.

23
Mods / Re: [0.95a] Adjusted Sector
« on: April 23, 2021, 01:23:48 PM »
Just a quick question. I made a large sector with the following settings:

Spoiler
   
"sectorWidth":328000,
"sectorHeight":328000,
"AdjustedSectorConstellationCount":280,
"AdjustedSectorConstellationSize":2000,
"AdjustedSectorConstellationCellSize":8,

"sectorConstellationRemnantMin":50,
"sectorConstellationRemnantMax":70,
"sectorConstellationRemnantSkipProb":0,
   
"sectorRemnantPresenceLow":1,
"sectorRemnantPresenceMed":1,

"sectorConstellationRuinsMin":90,
"sectorConstellationRuinsMax":120,
   
"sectorDerelictMotherships":12,
"sectorDerelictCryosleepers":20,
[close]

It felt like the sector had many stars without planets, compared to a normal sized map. Everything else appeared to generate just fine and played fine. Is there a hard cap on planet count that I may have surpassed?

24
Mods / Re: [0.95a] Stellar Networks - handy intel boards
« on: April 20, 2021, 11:17:02 PM »
Super excited for this. I was just lamenting how difficult it was to properly search markets.

25
Nice! Congrats on the release!

26
Mods / Re: [0.95a] Adjustable Skill Thresholds 1.0.0
« on: March 31, 2021, 04:39:06 PM »
So.. anyone have recommended settings for Vanilla CR battles?

27
Mods / Re: [0.95a] Adjusted Sector
« on: March 30, 2021, 11:53:59 PM »
Would it be possible to scale the x and y coordinates of mod-added systems? When playing with many mods, they tend to overcrowd the core area and with all the new room this mod adds, I'd love to push the mod-added systems a bit further out. As I understand it, system coordinates are compiled so I don't really know how viable this would be.

28
Really excited to hear an update is in the works! This remains one of my favorite ship mods. It always has a place in my modlist.

29
Mods / Re: [0.9a] Sylphon RnD 0.9.1
« on: December 12, 2018, 05:10:24 PM »
I'm having some trouble with my dread eagles being overly aggressive and positioning themselves thrusters-out towards enemy ships when they jump behind a closer ship trying to get a kill. Ideally they'd consider other enemy ship placement a bit more and not put themselves into kill-boxes. Overall this makes them great for pursuing but leads to really poor performance in a "fair" fight.

They also have a tendency to drift far away from my other ships when they get really into trying to kill a small nimble ship. Any suggestions?

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