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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - DownTheDrain

Pages: [1] 2 3 ... 17
1
Mods / Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
« on: September 30, 2021, 03:04:59 AM »
Any particular reason why you're so adamant about removing them from Prism?
People asked for this, and i do agree with them as this change incentivizes exploration.

They did?
As far as I can tell the main issue wasn't the fact that superweapons could be bought at Prism, it was that they could only be found there due to their drop rates.
The special bounties you seem to have planned sound like a good option though.

2
Mods / Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
« on: September 28, 2021, 04:43:21 PM »
v1.8 is out with many changes!

Looks like you made them a lot more common with some minor nerfs.
Not sure how I feel about that but I suppose it'll balance itself out over time.

Any particular reason why you're so adamant about removing them from Prism?

3
Mods / Re: [0.95a] Superweapons Arsenal v1.7b Black Holes
« on: September 26, 2021, 10:00:08 AM »
On one playthrough I force updated prism market multiple times to find one; nothing after 50+ forced updates.

At that point you might as well just give yourself the weapon since you're using console commands anyway.

Personally I don't mind the rarity much, even though I never really find any superweapons outside of Prism either.
I'd rather have them almost unique and keep them hilariously OP than make them easier to acquire, which would inevitably lead to the usual complaints about balance and demands to nerf them.

4
Mods / Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
« on: September 25, 2021, 05:52:18 AM »
Uhm, I think I might have broken one of my planets. I tried to teleport it closer to one of my other colonies and now it is lost in hyperspace.
Industrial Evolution has a planetary teleport?!

Yeah, the rift generator or whatever it's called.
It's one of those rebuildable industrial ruins thingies, though apparently a very rare one. Found it once and activated it without knowing what I was doing.

5
Mods / Re: [0.95a] Mayasuran Navy 8.3.5
« on: September 22, 2021, 06:42:25 AM »
I think you're probably right on VS being the issue, I think the Hegemony is a little too strong.

I don't think VS is the main issue.
I don't use it and the Mayasurans never amount to anything in my games unless I personally help them out. They start with a single planet and powerful enemies so that shouldn't come as much of a surprise.

Lovely ships though...

6
Mods / Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« on: September 11, 2021, 12:30:09 PM »
Nexerelin v0.10.3b
Oh damn, that looks impressive.
Almost seems wasted to use that whole new system just for player invasions.

7
Modding / Re: max administrator problems
« on: September 07, 2021, 11:14:38 PM »
No idea about the math behind it, but you could just increase the number of admins in the settings.
It's one of the first things I did. Using AI cores for everything seems far more unbalanced and pretty silly considering the backstory.

8
Mods / Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
« on: September 05, 2021, 01:20:24 PM »
First one being, in my opinion, you shouldn't be able to just buy them at the prism freeport. Shouldn't even be an option. Save up enough money at the start, and some of these weapons can literally define your playthrough if you let it. No challenge in getting it, but rather just given to you because you saved up.

There's also a bunch of boss ships available at Prism, many of which could easily define your playthrough as well. In fact super weapons are much more rare than super ships.
I still don't mind them being there. Nobody is forcing me to buy any of them but I appreciate the option if I really want to go that way.

9
General Discussion / Re: Starting to think....
« on: September 05, 2021, 04:22:48 AM »
Can't really think of a combat-focused singleplayer game where you don't try to abuse AI behavior in some way. Sometimes that's the only thing you can do against overwhelming odds and fully expected in order to beat the game.

Whatever the meta is, I thoroughly enjoy trying out various weapon and hullmod combinations on different ships and I couldn't care less if there's an easier way to cheese through fights.

10
Mods / Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
« on: September 05, 2021, 12:41:29 AM »
Supercharged Fusion Beam is OP.

Pretty sure they're all OP and that's the point.
I've only really used the Electromagnetic Railgun so far and it was hilariously broken and fun in player hands. Then again I've only found like 5 of these guns ever so others might be even stronger.

11
General Discussion / Re: Please don't overnerf the Fury
« on: September 02, 2021, 09:13:41 PM »
I'll note the Radiant is getting its DP increased from 40 to 60 DP, which is a 50% jump, while the Fury is only a 33% increase.  Do you feel that raising the Radiant's cost to 60 DP is annihilating it or a kneejerk reaction?

Does that change come with a buff to other Remnant ships?

In the current version of the game the presence of Radiants is literally the only factor that decides whether I attack or avoid a Remnant fleet. If there are no Radiants I don't have much to worry about, if there are Radiants I may be in trouble. It seems vastly superior to everything else.
Now while it's certainly too good at 40 DP I don't think it compares well to the Fury, or any other regular ship for that matter. It's the sole capital of a faction that's supposed to be a strange and mysterious threat and the player needs a level 5 skill to field it at all. Nerfing it basically requires buffing a number of other Remnant designs to keep them relevant, at least in my opinion.

12
General Discussion / Re: Please don't overnerf the Fury
« on: September 01, 2021, 12:34:10 PM »
On the plus side, if it does get nerfed into the ground there's a chance it will get hilariously overbuffed in some future update.
Looking at you, Doom.

13
General Discussion / Re: I don't pilot my own ship in combat
« on: August 26, 2021, 03:46:03 AM »
In my personal experience the player is a lot better at evaluating risk, which seems ironic considering all the metrics the AI has access to. There's also some odd habits that cause the AI to basically suicide itself, especially in station battles.
Then again you don't want an opponent that's too mechanically perfect.

I don't think I could bring myself to play this like an RTS, as I'm having more issues with units not following my orders than with fighting enemies myself, but if you're having fun then more power to you.

14
Tiandong Heavy Industries has a campaign rig that is more complex than any other faction mod by several orders of magnitude. Often times the things sacrificed best practices so they could actually be done in a reasonable time frame. Tested heavily to be sure it worked fine, thus it fit the definition of it is stupid and it works then it isn't stupid. It has the side effect though of making it difficult to update properly without either already being deeply familiar with its code base or spending a LOT of time doing a code review of everything even stuff the IDE is not puking blood on.

I saw the post a while back from the Anon who did the bootleg update, he literally said he shitted it together, and put it out there with no testing beyond making sure it started up. That, combined with the previous points stated, in addition to reports from players who told me they had problems with the bootleg is why I am saying with total honesty... That it is a Bad Idea to use it.

Do as you will though, is your game to *** up. Just please don't distribute it :)

Interesting.
I've already completed a full playthrough with bootleg THI enabled and they seem to be doing alright in my current one as well. I recently boosted their relations with the Roider Union to make them form an alliance, as that seemed thematically fitting, and the two of them are prospering together.
Either I got lucky multiple times or whatever condition would break the game is rather specific to trigger.

As for the unofficial version, are people at least allowed to tell me where to look for the unofficial version?  I am not asking for a link, just a point in the right direction.

I came across it by chance on the discord, so that might be a good starting point.

15
There's an unofficial 0.95 version to be found elsewhere which seems to work reasonably well.
Where?  I'd like to run this in the mean time given the long time delay we are likely looking at.
I would advise against using that unofficial update by Anon as it unstable and also because other reasons :)

I purposely didn't link it here as to not break any rules or offend any modders.

That said, in several playthroughs I've had zero stability issues with any of the unofficial updates I've tried so far.
Balance could use some work of course, but nothing gamebreaking has happened yet.

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