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Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« on: June 09, 2022, 03:26:31 PM »
Gotta say I love the mod, so please don't mistake this big list of feedback as me not liking the mod!
  • The Queen offered me an underworld mission to obtain (steal) the Solvernia flagship. The flagship of the faction she owns. I dunno if that's a bug, or intended to display how sneaky or whimsical she is. (Actually, not even sure she should be setting up missions to steal ships at all; as a monarch can't she just gift them?)
  • The "Nebula Bravo(M)" I haven't seen once for sale across easily 100+ market refreshes; I only obtained one through a bounty mission hunting down turncoats. Given it's not listed as either an experimental ship or described as unique, I think you may have just forgotten to add it to the pool of ships available on Auroran markets.
  • With five unique agents you are directed to by story events, and the ability to turn in cards, you can pile up Auroran faction relationship far faster than you could possibly ever need. I end up regularly raiding Auroran worlds despite working for them, just so I can convert some reputation into something useful like loot, rather than letting it get wasted by overflowing past 100. There should really be some sort of way to "spend" it for something, like rare ships, blueprints, high quality officers, or artifacts.
  • The Supolev Alpha and Sekai's deployment costs are 5 points, which is the exact same cost as war frigates with double the flux and weapon mounts. As transport ships they should probably be dropped down to 3 (the Buffalo's) or 4 (lightly armed war frigates).
  • The Eyeseau feels like it needs a deployment cost decrease. It costs about the same as a front-line battleship, but has only four medium mounts in any given direction and its ability is extremely situational in my experience. It can wipe out fighters to be sure, but has limited utility against missiles; even if missiles can actually swerve enough to miss the Eyeseau's capital capital-sized shield bubble, they'll just send up slamming into adjacent allied ships (which will always be sitting there since the Eyeseau has too little firepower to be on the front lines alone). Worse, since the Eyeseau has no significant firepower, the AI does not hesitate and fire at long range like against most battleships, but instead will eagerly rush to point-blank where missile jamming become even more useless. So given its deployment costs, I'd rather have a battleship with decent point defenses that is useful in every battle rather than a capital that's only really good against fighters and the stray LRM.
  • I think the Minora(SP) may have been classified as the wrong ship size. It's designated frigate, but most of its stats -- such as ordnance points, deployment cost, and combined slots for weapons/fighters, maintenance costs -- are much too high for a frigate. It's not even an ambiguous, borderline case; in terms of states they blow straight past high-tier frigates and low-tier destroyers and land squarely in the range of mid-tier destroyers.
  • Not sure if this intentional, but the Sentry cruisers seem to appear many times less frequently than even experimental capital ships. Seems weird that more powerful experimentals are more common than weaker ones.

Hey one of your flag ship Solvernia has quite a lot of oversight in it like one of the missile section using crusier class while others using capital module
There's a quick fix for this. \Starsector.0.95a\mods\UAF\data\hulls and replace ["hullSize": "CAPITAL",] with ["hullSize": "CRUISER",]

Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« on: June 08, 2022, 10:00:59 AM »
I've noticed Aurora space bans you from storing AI ships on their planets, like most other factions... which wouldn't be unusual if not for the fact they have sentient robots living and working in their society. They should probably allow storing of AI ships like pirate bases do.

Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.9 - 06/07/22
« on: June 07, 2022, 01:49:57 PM »
I don't know if anyone's mentioned this already, but the pirate flagship descriptions seems to suggest they're unique (like other IBB ships), but it seems they can appear on multiple occasions in randomly generated fleets, and even be mass produced via blueprints. I suspect this is a bug as other mods' unique bounty flagships don't exhibit this ability to be mass produced or appear repeatedly, but you could have done this intentionally for all I know.

Also, for balance feedback: Deployment points needs a looking at, in my opinion, especially for hybrid transport-warship classes. As someone with over 100 active mods, JYD (and CFT, your other mod) have by a significant margin the highest firepower-to-deployment-cost ratio. In my games I end up using JYD and CFT transports as my mainline warships due to the fact I can deploy 200-400% more vessels than enemy warship fleets without a proportional reduction in ship fighting ability.

The main reason seems to be because these ships have deployment costs roughly the same as unarmed civilian ships of the same class, but possess the firepower and ordnance of medium-quality warships, along with the corresponding number of mounts with great coverage (most non-front ones usually have 180-360 degree firing arcs). That alone would make them worthwhile, but they also have the additional perk of often have literally the largest cargo bays of their class (or at least top 5) -- again, that's with 100 active mods -- so completely obsolete the need for conventional civilian supply ships and their corresponding costs, fleet size, and enemy detection penalties. Finally since the game classifies them as non-combat ships, their presence in your fleet does not contribute to combat ship fleet composition, so they do not reduce XP gain or scare off enemy fleets like normal combat ships.

Some examples of what I mean:
  • Troublesome. Destroyer. Costs 5 deployment points. Deployment cost of a cheap war frigate, but the firepower of a very heavy destroyer or very light cruiser. Also acts as marine support on top of those bonuses.
  • Carrack. Cruiser. Costs 10 deployment points, roughly a higher quality destroyer. Its five medium, five small mounts puts its firepower well above destroyers of the same cost. Oh, also literally the single largest (cruiser-class) cargo hold I've seen across the ~40 mods I have installed, with cargo shielding and salvage facilities to boot.
  • Intelligent. Destroyer. Costs 5 deployment points. Unlike the others its cost roughly matches its fighting ability (cost of a mid-tier frigate, firepower just below that). But it's noteworthy here because it simultaneously fills almost every non-combat niche at once: it has more cargo than a buffalo (possibly the largest destroyer cargobay among my 100 mods), and in-built hullmods for salvaging, surveying, and boosting fleet detection range. So having these in your fleet can obsolete basically every form of destroyer-tier support ship in existence, except marine support. Which can mean room for a lot more warship in your fleet. That said you can still throw them into battle and they will fight with near parity against other ships of the same deployment costs; they don't suffer for this super-utility by being defenseless ships.

Typo: Exact Clearances edict description. "Poduction" should be "Production"

Mods / Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« on: June 05, 2022, 11:20:34 PM »
Not sure if this is still being worked on but: The Kraka (and its sister launchers for different sized mounts) should have the DO_NOT_AIM hint. Because it does not have this, the AI assumes its a dumbfire projectile gun so seems to only fire at targets directly in its firing cone... despite the fact the projectile has ability to maneuver like a strike craft. As a result these launchers have far lower average DPS under AI control, as the AI will simply hold fire when nothing is in its firing arc as it would with other dumbfire projectile weapons.

Possible Bug: The Vardr/Redwing engages in self-destructive behavior when encountering mines.

When a mine appears being them, they attempt to do a 180 so they can bring their forward shield to protect against the blast. But unfortunately the two long arms sticking out to its front means they end up always hitting the mine when performing this rotation maneuver. Basically, their very attempts to protect against mines ends up making them worse by turning a nearby mine explosion into a direct mine hit on the ship.

Quick question: Does this mod properly apply the bonuses to all sections of multi-section ships? (You know, the kind where each section has its own fitting and OP points, and fires and vents independently). Since a few mods introduce them, I was wondering if they were supported or not.

Mods / Re: [0.95.1a] Unofficial New Game Plus 1.7.2 (2022/4/19)
« on: May 30, 2022, 12:22:47 PM »
Is there a way to hide the HUD shortcut button in the upper left corner?

I keep thinking it's a jump point in the corner of my eye due to the circular glow. And it's not like many people need a shortcut for it on the HUD given how extremely rarely you need to visit the screen (you can only change stuff like once a year, by default).

Modding / Re: Super Degenerate Portrait Pack Compilation
« on: February 02, 2021, 11:08:04 PM »
With respect, players are free to customize their own game as they wish (obviously, insofar as no laws are broken and no one is harmed). I've merely given players the option to change something, if they so desire, and it seems quite... demanding to try and outright ban them from even having the option. They are free to do as they wish with their own game, be it replaced all the sounds with loud farts, turn everything pink, or replace all the avatars with cartoon ducks. Yes, even if it goes against your creative vision and you detest the color pink.

Additionally I should point out this mod contains absolutely no code, images, or any other assets taken from your mods. Just as you can add to or modify elements of the Starsector game without getting the developer's permission, so to are others allowed to modify your work as long as they aren't re-uploading any assets from the mods themselves.

I mean to be truthful here, *none* of those mods made any of those portraits so they are all, to say it nicely... "Borrowed". Which is one of several reasons I am asking you to not add them to THI.

While the portraits themselves come from other sources, it should go without saying that other portrait packs have remained on the site for years and years without being removed, so I think that sets a precedent that it's something acceptable. I suspect that if any of them were in violation of any rules, they would have been scrubbed away long ago rather than remain up. (Along with nearly every user's forum avatars as well, I suspect!)

Modding / Super Degenerate Portrait Pack Compilation
« on: February 02, 2021, 04:01:22 PM »

Where do I get it?
<download link removed -Alex>

What is this?
1600 anime-style portraits. It's a merger of basically of every anime-themed portrait pack I could find for Starsector merged into one pack, and just a little bit of curation to remove some of the more blatant outliers in quality/size/etc to make the art slightly more consistent.

I've been modifying the portrait packs I downloaded to remove outliers in quality and size. Additionally, I've noticed many, perhaps most, mod packs only support vanilla factions and do not include support for most modded factions. I corrected this... but only after a lot of effort in figuring out how. I figured sharing it would save other users a similar struggle. And then I merged them together because I figured it's easier to have one big pack instead of many little ones.

What's in it?
Contains elements from the following existing packs, with credits to their respective authors:
Customization Instructions
This mod will attempt to add the portraits to every possible faction, including almost every mod in existence that's been updated to 0.9.1a. You can manually opt out certain factions from the modpack by going to Starsector\mods\Super Degenerate Portrait Pack\data\world\factions directory and deleting the respective faction file. Since deleting a file is far less work than creating one, I opted all factions in by default.

Mods / Re: [0.9.1a] High Tech Expansion v1.2.0
« on: January 31, 2021, 03:54:57 PM »
Minor request, any chance you could add a warning on the front page about how the mod contains a killswitch, and how it intentionally crashes the game if launched with certain mods?

Most other mods have the courtesy of at least mentioning incompatibilities on their front page (and those ones aren't even causing crashes intentionally!) so that players won't waste their time downloading, installing, loading the game, and then crashing. Or in some cases wasting even more time trying to track down the cause of a crash in hopes of fixing it themselves. We players who don't follow forum drama, and especially brand new players looking to try out the game, may find themselves subject to unnecessary wasted time and frustration at finding their game crashing with no advance warning. Unless you expect people to be mind-readers, or to stalk your forum profile's posts, how will any user know which mods or modders you have a personal vendetta with and will get punished for involvement with, if you don't at least tell them beforehand?

While I don't agree with the practice of intentionally crashing the game, at the very least, I'd hope you will have the courtesy of warning people before doing so. Surely that isn't too much to ask, is it?

Mods / Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
« on: December 18, 2018, 01:41:01 PM »
Regarding the Warpshot Repeaters: I've noticed they completely fail when used against missles flying perpendicular to the ship.

Most notably, the engine-kill EMP missiles that approach from the front, then circle around the sides, before hitting the engines. The Warpshot Repeaters can hit fine during the approach phase where the missile fly straight towards you, but never hit during the stage where they pass the ship to reach the rear. Or any missiles passing beside the ship for that matter. Even at relatively shallow angles (mostly going straight towards you, but aiming slightly to your side to pass you), they fail to hit completely. This is the case both with and without the "100% target leading accuracy with autofiring weapons" skill.

I'd recommend either tweaking it to fix this issue, or if it's not possible, re-classifying it from a PD weapon to just a regular gun.

Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« on: December 18, 2018, 10:08:14 AM »
A few recommendations for the Miter high-speed destroyer:

1) The AI seems to spam the RCS ability in rapid succession (even when not actually dodging fire), generally wasting its speed potential. As opposed to the more optimal strategy of waiting a second and riding the inertial speed before the ship starts slowing down before firing another burst. I'd look into a higher base speed and lower RCS burst rate to give it a more consistent speed.

2) The ship seems to get stopped dead by even the cheapest ships using anti-engine EMP missiles; due to having no shields, negligible point defense, and the inability to turn fast enough to face incoming missiles at a reasonable rate. It's frustrating to have ships consistently stopped dead for 5 seconds at a time, over and over, to the point it makes me want to stop using the ship. I'd recommend you look at giving it either EMP resistance or better point defense coverage to counter engine-kill missiles.

Mods / Re: [0.9a] Blue (0.4.1a) Mod - November 22, 2018
« on: December 18, 2018, 09:25:37 AM »
This is an overall pretty good mod, despite the lack of discussion.

My only complaint is that the ELU seems to have too many terran worlds. I mean, they have probably more terran worlds than any faction in the game. Or at least the highest ratio of terran-to-nonterran worlds, and possibly the highest number of terran worlds per system average. Might imbalance the economy.

Mods / Re: [0.9.0a] Diable Avionics 2.01 (2018/12/13)
« on: December 15, 2018, 12:01:28 PM »
Is it me, or does the Diable's economy seem kind of contradictory to how they are described?

The faction description describes them as a paranoid, militaristic, isolationist group. Yet they end up becoming the economic center of the galaxy due to planet Sivie's tons of AI upgrades and having the highest tier possible resource deposits. It seems extremely out of character for a isolationist and paranoid society to have very high market access ratings and freeports (i.e., lawless trading), and having hordes of foreign trading vessels enter their space every day. There's also the fact that despite Sivie's being described as being dumped with massive amounts of pollution, it doesn't have a pollution (+25% hazard) planet modifier, but instead has a net -50% hazard rating (better than even the most pristine planets in the galaxy).

From a game balance perspective, the maxed out upgrades on Sivie also sort of wrecks the local economy, since you can't compete with industries that are fully upgraded with AIs and forges. It also means there are never any trading missions for them despite how many traders visit the area.

I think it'd be much truer to the lore if Diable Avionics had much lower access ratings. That way it would be more self-sufficient and stable as per its isolationist outlook, without disrupting the economy of nearby areas. I know everyone wants their own faction to be the cool, super powerful group that smacks around everyone else, but the economic power as it is now seems a little extreme, in my opinion.

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