Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - speeder

Pages: [1] 2 3 ... 25
1
Did I ever gave a version of this mod to anyone? If yes... can you provide me with a copy? I moved to Portugal and had to leave my very heavy dev workstation behind until I find a place. It has been almost a year now that I moved and I still didn't found a big enough place to live... So I don't have access to the computer that has this mod source.

2
Suggestions / Re: Please remove the "per hull" production limit.
« on: July 19, 2022, 12:51:49 PM »
But it doesn't really balance anything. All it does is prevent you from assembling a civilian fleet if you need it (since there aren't tons of Atlas or Promethes variants) or from making a fleet that makes sense (ie: if you judge you need 3 onslaughts, you can't do that, you need to use 2 onslaughts and an astral or something...)

3
Suggestions / Please remove the "per hull" production limit.
« on: July 18, 2022, 04:31:20 PM »
I needed to move tons of cargo... so I go build a ton of atlas and... can only build 2. What? WHY??? The game says NOTHING about this!

So I go testing things, and find out you can build 2 "per hull" capital ships, 5 "per hull" cruisers, 10 for destroyers, 20 for frigates.

This is stupid and silly.

Assuming you have the money and the production capacity for it why you can't build a entire fleet if you need it? Why the limit is per hull anyway? why you can't build 4 Onslaughts but you can build 2 Onslaughts + 2 Paragons? Or worse... if you get multiple "skin" variants of a hull you can then go and build these. So... why? Just to be annoying?

4
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: July 18, 2022, 11:46:09 AM »
I just read old lore posts, and in them Andrada is portrait as a genius of politics and space warfare, having victory after victory and gaining an ever growing popularity inside hegemony before he founded the Diktat.

I just can't see how Alex post and the lore posts fit, it is incompatible.

5
Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: July 17, 2022, 09:00:28 PM »
Why is that?

6
Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: July 17, 2022, 11:32:43 AM »
You changed the cap from 99% to 75%?

7
Ah I see. I was wondering if they had caught you already :P And yes, I know they are aggressive (by the way, Wizards of the Coast can be very aggressive too).

Personally I think this is a better decision, I tend to ignore all mods that use other IP, because it means the content is not compatible with vanilla lore. (also I also like sci-fi without aliens, since so much already have aliens in them, when sci-fi has no aliens I find it refreshing and cool).

Now you are free to run with your own lore ideas :)

8
I am curious, can you give details on why you renamed it?

9
sat bombing the biggest colony should always make all factions except AI-only ones permanently -100 in relation to the player.

10
Suggestions / Make ground battles slow
« on: July 17, 2022, 12:34:52 AM »
So while playing Nexerelin, I was wondering what was the point of Nexerelin new ground battle mechanics and... was pleasantly surprised when I actually fought a real enemy.

In vanilla the steps are:

1. Attack station, sometimes a boring fight there.
2. Raid
3. Flee.

On Nexerelin this happened instead:

1. attack station
2. invade
3. while waiting my turn, get attacked
4. get attacked again
5. realize I ran out of CR, fly away from planet.
6. my troops need my help, so as soon some of my ships had CR I fight my way back.
7. reach planet, help troops, get attacked.
8. no ships ready for combat, flee again.
9. see enemy sent a huge swarm of fleets to prevent invasion, start to kite thjem all over the place.
10. marines on planet need help again.
11. stall until I have all ships with CR.
12. fight a crazy sequence of battles to get back to planet.
13. planet finally mine, dock and insta-repair.
14. more fleets arrive, some have their own marines, so I have to fight them off to prevent them from landing.

That was way more fun than I expected.

11
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
« on: July 15, 2022, 06:00:19 PM »
Just a note: PRV and HMI have nothing to do with each other. PRV debris belt is from PRV mod. Being compatible with HMI has nothing to do with it.

12
Modding / Ship Repaint
« on: July 13, 2022, 09:23:37 AM »
This is a proposal in case modders want to join this project. I am not sure when it will be done yet.

But inspired by the factions that have hullmods that change ship sprite, I realized it is possible to make hullmods to paint ships in your faction colors.

So how it works:

You add a free hullmod to your hulls, the name and icon of hullmod configured on the mod config files, and it will search the mod folders for a graphics folder that has a configured name. If it finds it, if checks if there is a file there for the hull texture, if there is, it replaces the hull texture, if there isn't, it does nothing.


So example usage: assuming the mod didn't have permission to ship with any textures included:

  • Download this mod
  • Download diable avionics
  • Download a diable avionics skin pack, for example Rosenritter skin
  • Put Rosenritter skin in this mod folder (instead of a normal install), configure this mod to create a Rosenritter hullmod
  • Start your Rosenritter playthough, find their ships, buidl some mechs, learn Diable Avionics blueprints, then add the Rosenritter hullmod to them.
  • Now you can be Rosenritter with white-pink Diable ships, while Diable remains red :) So when you fight them you can see who is who too! Can even steal their ships after combat, and paint them in Rosenritter colors.


So I assume what is needed is coding the hullmod itself, and getting modders permission to use existing skin files, and also have people make new skin files.

Also this mod can maybe work as a library for any other mod wishing to repaint existing ships without any other modification, for example we have the "anti-hegemony" faction mod that has no ships and just use existing ones. That mod could use this one to paint existing ships in new colors, by automatically including the hullmod in all their ships (assuming someone made the sprites, of course).

Also I assume with clever usage of shaderlib it might be possible to make ships that change color by code (for example have ships with a certain mask texture, and have shaders repaint the masked area in other color).

13
General Discussion / Re: More high tech fleet bounties
« on: July 13, 2022, 12:15:34 AM »
They are supposed to be incredibly rare.

If you want to steal some what is supposed to happen is you fight Tri-Tachion (for example by getting a comission with hegemony or luddic church).

14
What you need is remove this restriction, and allow strikecraft carriers land on other strikecraft carriers, and have a carrierception, so you can build a huge fleet composed solely of strikecraft carriers with Wingcom, put cheated officers on all of them, and see how many people you can have as wingcom pilots until the game breaks with all of them :P

15
Managed to add an interesting feature: made the faction copy all known ships, fighters, industries, etc... of derelict and nex_derelict factions, this way mods that add more derelict ships affect the explorarium automatically :)

Thus explorarium is compatible with all mods that add more derelict ships :D

Pages: [1] 2 3 ... 25