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Messages - Snrasha

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1
Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: November 16, 2021, 02:08:48 AM »
The mod is great, i epsecially like the hubships functioning as research stations you have to fight against for blueprints.

Only thing i have gripes against is the HVB from this - a literall HORDE of wadjets is not something the initiall description prepares you to fight against, and the Sakura cruiser recieved as a reward seems underwhelming - yeah, it is supremely tanky, but lacks the weapon mounts / systems to actually do something fancy with that tankyness. At least in my experience.
Thank for the feedback, but have you tried to put full burst weapon on it ?

2
Mods / Re: [0.95a] Pulse Industry
« on: September 28, 2021, 02:05:05 AM »
Minster-class Ultra-Heavy CapitalShip is more weak than any other capital ship I have cost me 3_500_000 credits to buy, cost 75 to deploy, no discount mod to allow put weapon on slot, is not clear, reactor is weak.

In my opinion for 0.95a balance it's useless.

You said it's a exploration ship ok, but 6 of burn speed ? it has a very combat system (probably overpower), have a lot of mount of weapon, cost 75 de deploy, have operation center, etc, I mean everything is mean for combat, but it's an exploration ship that is slow and cost a tons of resource to maintains ?

Exploration do not means to be fast. This is a hubship. The system is for defense purpose. It does tanker, freighter and has a low crew maintenance.
And max burn 6 is pretty logic for the size of this ship. And i think you can put every slots with mining weapon for mining planet with Nexerelin.

For the cost maintenance, i will just say than you can put some hullmod for balance it. I do not see any problem to use it on a fleet.
Also for the price for buy the ship, do not forget than this ship is put the market from a private industry.

3
Mods / Re: [0.95a] Pulse Industry
« on: August 04, 2021, 05:31:17 AM »
Ancient issue, but I'm gonna point out that the Lodium-class Heavy Cruiser has a black dot on each side respectively, on the upper half of the ships sides (left + right).
I removed them for myself, but for future updates, this might be good to get rid of. ;)

EDIT: Athenia-class Fast Carrier also has some random pixels left on the upper end of the sprite, while the Malice-class Frigate has some on the sides.

Love the ship designs btw!

Thank, fixed for the next update.

4
Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: August 01, 2021, 09:30:06 AM »
Adjusted Sector does not spawn any SAD systems, is there anything to be done to fix this?
Something Adjusted Sector need to be updated when the author will have time. The problem is not mine.

Edit: The problem is mine because i modified some id, but only Adjusted Sector can fix it.


5
Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: July 13, 2021, 12:35:32 PM »
Oh. Ok (
Wuh ? What ?

Thanks, the mothership feels like a much more balanced threat now. The only was I was able to kill it previously was by abusing some really broken EMP Artillery weapon from the hiigaran faction mod that disabled all its weapons through its shield, now I can take it on without cheesing it and it feels more in line with the tier 3 battlestations. Also the shield effect is very aesthetic.
Yeah, but the "poor" version seems to be more dangerous than the "proper" version and i will need to rebalance that. They can be always a big threat anyways.

Thank for the shield effect, do not seems to be problematic for the player eye too.

6
Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: July 12, 2021, 08:51:06 AM »
When can we expect the last two motherships to shop up?

What ? I do not understand.

When can we expect the last two motherships to shop up?
I loved these modular ships and it would be great to bring massive reallocation of property in the Persian Sector on them.
It seems to me that they are very close in concept to Lainstate's modular juggernauts - and are well into 180-200 points.

That too.

7
Modding / Re: Yunru's DevMods
« on: July 06, 2021, 09:59:04 AM »
if anyone can work out why the graphics don't show, please tell me.

Hi, i have edited your image and exported them to .jpg with gimp and renamed the .png to .jpg on the hullmods.csv and this is working. For a weird reason, your png seems corrupt (because we can put png for hullmod)(if i export your png and overwrite your png, not working).

8
Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: July 04, 2021, 10:34:30 PM »
Version 1.2:

Is this safe to update during a playthrough?

On a different note, there sure is a lot of these guys. They seem to spawn in more systems that the Remnant (or maybe all their spawns are just closer to the core) and they produce fleets like crazy.
I encountered them very early in a system close-by with a medium beacon. Obviously I had to retreat but the system contains two valuable worlds so I came back later. I fought my way through their fleets for ages, killed at least a dozen of their capitals and went from level 8 to 14 just getting to their mothership. Of course said mothership turned out to be basically invincible so that system is useless to me now.
If that's a medium beacon I don't even want to know what I would have to face in a high danger system.

Safe for update during a playthrough. They have less system than the remnant but they can spawn anywhere and are not related to the quality of the starsystem. Mothership has be greatly nerfed, i have beat the two versions of Mothership with just 4 capitals.

9
Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: July 03, 2021, 09:38:06 AM »


Download here 1.2
Requires LazyLib,GraphicsLib,MagicLib
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work

Version 1.2:
Quote
-With Nexerelin, SAD will do remnant-like raid.
-Add the Sakura for Vayra and Gladiator Society
-Fix the endless battle faction on the Gladiator Society
-Increase topseed, maneuverability of Osiris, increase range, maintenance supplies and maximum burn.
-Add blueprint drop for cruiser destroyed.
-EMP damage added on every weapons CPEC. Reduce damage of the amount of emp damage added.
-Medium CEPC(S)  range down to 700 from 800. OP down to 10 from 14. Firerate increased but damage reduced. EMP damage added.
-Medium Polarizer(S) range reduced to 500 from 650, OP cost reduced to 8 from 14 and flux cost increased to 30 from 20
-Light CEPC(S) flux cost increased to 10 from 4
-CEPC(S) flux cost reduced to 60 from 90 and range reduced to 600 from 675.
-Rarity of drop are cancelled.
-Nerf of the two motherships where the
       main shield:
              efficiency has now 2 and 1.5 from 0.7
       secondary shield now 1 from 0.8
       flux dissipation of the weak one now 1000 from 1400. (the weak one is wrongly more dangerous than the second.)

10
Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: June 30, 2021, 10:44:46 PM »
I really love this mod, but I'm pretty sure the mothership is basically unkillable again. I've been throwing everything at it, savescumming to try different strategies, but I actually can't even do a single tick of damage to it. I watched it shred through an entire onslaught in about 4 seconds, I don't even know where to go from that point.

Weird, the main weapon has be nerfed. I will look at that.

11
Mods / Re: [0.95a] Pulse Industry
« on: June 24, 2021, 09:25:52 AM »
Require:
LazyLib
Download the mod v1.1b

For check update:
Version Checker



This small update is here for remove Minster of every Bounty fleet or combat fleet. It can appears, but now, found one will be really rare. It has be moved to civilian or personal fleet because well, this is not a fully combat ship.

Quote
-Remove the Minster of the fleet and move it to civilian and personal fleet.
-Nerf the shipsystem of the Minster to a 30 seconds reload and removed the 3 ammo.

12
Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: June 20, 2021, 12:50:39 PM »
Update the thread for a crash.


13
Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: June 20, 2021, 09:12:17 AM »


Download here 1.1c
Requires LazyLib,GraphicsLib,MagicLib
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work

Version 1.1:
Quote
-Update for 0.95
-Rename faction Sanguinary anarchist Defectors to Sanguinary Autonomist Defectors.
-Rename every prefix sanguinary_autonomist_defectors_ from SAD_
-Remove armor percing plugin for the niddhoggr weapon.
-Modify the medium polarizer.
-Big buff for Babi phase frigate.
-Rename niddhoggr to Osiris like this is a duplicate of the weapon
-Remove Balistic Atan from the pool.
-Modify descriptions.
-Modify Anuket fighter for be more efficient.

Version 1.1c:
Quote
-Fix a crash

14
General Discussion / Re: the #1 reason I don't play this game
« on: June 01, 2021, 02:09:53 AM »
Weird, because for my part, the AI work properly. A aggressive or reckless will never go 1 v 10, this is logic. But often i got some reckless ship which go very far of the battle for take 5/6 ships with him for than my battle is more easy.
Depends often of the ship too. A ship with low range weapon and a shipsystem for engage will be more aggressive but never if the ennemi got thunder wing and some rocket.
And i do not talk about fearless AI, they are very aggressive and ignore the danger.

Maybe Starsector lack of a wiki which explain what do each AI and what they will really do for some case. My Reckless Tempest will always focus on easy target or attack capital when i attack on the other side. Maybe they work less if you do not play with them. (Also i never give orders to them except when the battle is near the end and i need some focus)

I play Vanilla.



15
Modding / Re: Why do most mods have to make the game easier?
« on: May 25, 2021, 01:34:04 AM »
For my part about these thing:

Never balance your mod with the rarity of your weapon, ships... because there are many mods which add means to acquire these things.
ITU/DTC hullmod is a rare case displayed on vanilla. If mods do it, they are wrong because we have the proof with ITU/DTC hullmod (i do not need to explain).
But yeah, more mods, same if they add more weak versions of vanilla stuff, they are a bit different and can be often better.
And with the issue than some weapons from some mods are powerfull with ships from others mods ! Because modders often balance around theirstuff and vanilla only. But i diverge. Just more contents implies less difficulty.

I found the Knight Templar, the best example of what to do if you want a overcheated mod which add contents. You cannot get these blueprints, they hate you, these ships cost expensive to maintain (now we can compare with the automated skill), but you can often use their expensive weapon with some builds. And they are also fun to fight. What i love the most is than they auto-explode for keep people to steal their ships.

Also, i wish to point than for many developpers (what you can call "bad developper") so modders, without feedback of others, this is very hard to balance your mod, because your tests of your mod are biased.


For more contents, you need to install Nexerelin and mods which do not add only ships, weapon.

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