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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Blothorn

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Mods / Re: [0.9.1a] AI Flag Tool 0.3.2
« on: May 27, 2019, 03:09:37 PM »
Updated to 0.3.2: now respects combat UI visibility.

Mods / Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: March 25, 2019, 04:18:06 PM »

Mods / Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: March 25, 2019, 01:36:40 PM »
As noted in the OP, 'help' alone gives a list of commands (including those added by mods).

We seem to have remarkably coincident tastes.  :)

Suggestions / Re: Ship class "specialization" for officers
« on: March 22, 2019, 12:46:34 PM »
Adding similar-but-stacking bonuses doesn't open new possibilities unless the benefits fall off, which not many do. (Max CR and autofire accuracy hard cap; maneuverability has diminishing returns but most ships still benefit from going past 50%.)

And already, it is hard enough to find the right personality; adding another tag to make me say "I am not using phase ships right now, yet another useless officer" is not, IMO, a helpful direction. Not to mention that this will exacerbate the already-high cost of switching fleet doctrines.

I would also dispute "Everything else is just sort of... A general perk that will help any officer for any ship type.". Carrier pilots don't benefit much from armor skills. SO pilots don't benefit much from the gunnery branch. Phase pilots don't benefit much from Advanced Countermeasures. Yes, most skills have non-zero benefit on almost all ship types, but there is considerable room for specialization and matching those specializations to ships/loadouts.

I'd incline to push all configuration to a whitelist file in the other mods; don't underestimate how much of a headache potentially needing to re-release with every big change for every supported mod is going to be, both for you and players.

Also, is there a reason to give a physical BP rather than directly adding it to the player's known ships/weapons? The only option I see it closing off is the ability to reverse-engineer something to give to the pirates, and it avoids issues such as manufacturing BPs to sell to the Prism trader. That said, if you know how to get the BP item for something it is trivial to add it to the player's cargo.

Thanks! And yes, I do. :)

How does the math for this work? e.g. if I have 10% hardflux dissipation from the skill and 100 net/50 gross dissipation (i.e. spending 50 flux on weapons/system/incoming beams/etc.), at what rate will hard flux go down?

Mods / Re: [0.9a] AI Flag Tool 0.3.0
« on: March 20, 2019, 10:10:04 PM »
Updated to 0.3.0:
- ai_flag_tool_settings.json is now mergeable, so you can put overrides in a personal mod to prevent them from being overwritten by updates.
- Made the keyboard shortcuts configurable in settings. Let me know if the documentation of the syntax is unclear.
- Moved display of active flags from the ship status pain to the right hand of the screen (thanks to LazyWizard for making this so easy!).
- Added time since last change for flags. (No time displayed means the flag was active when the ship was focused or its AI enabled.) - Added the console command OverrideFlag, which sets the specified flag either once or every frame. See the help in the console for details.

I am all for trying to limit the total number of BPs (e.g. minimizing rare BPs and sticking to just a couple of packages per mod), I just think consolidating by role is entirely the wrong way to approach it. If BPs are packaged by role (e.g. exploration or salvage), you have two possibilities: you have access to nothing in that role, or you have access to everything and probably just fall back to the same favorite. The first situation is frustrating, the second boring--it sidesteps the ability of the BP system to push you to try new things.

Overtuned things are equally problematic to group together--having one excessively powerful ship/weapon is exciting; having a bunch all at once can quickly mean the end of a campaign via boredom.

Eh? It is rather inconvenient to work around case-insensitivity, particularly if you care about the original and thus can't canonicalize everything on ingress. A case-insensitive file system makes less sense than even a whitespace-insensitive filesystem, since the latter can actually cause problems when recreating filenames without copy-paste or completion. The only reason OS X changed was because Microsoft is stuck with it for backward compatibility and everyone else needs to live with the consequences of their mistakes one way or the other.

Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: March 13, 2019, 03:27:10 PM »
The reduction to hyperspace storm damage is substantial--since that is the primary reason to avoid them, having solar shielding on nearly everything can make interstellar travel considerably less painful.

I am actually decidedly against putting all ships with similar functions in BP packs--putting all the eggs in one basket means that the player needs that specific package before getting access to anything in that role, and that once they have the package only the "best" ships get used. Spreading ships in a role across packages both helps fill gaps earlier and encourages diversity across playthroughs, as the player may use ships they otherwise wouldn't if they get access to them before preferred alternatives.

Xenoargh--the only "barrier to entry" is that you need to copy-paste two files instead of one, and know to do that. I think your problem was assuming the game was broken and trying to "fix" it, where most modders would ask "what am I forgetting to do?" and likely getting a quick answer.

As far as why this change was made--this is necessary to get the player faction/pirates (with their ability to use BPs sold to the black market) working. They can't use a faction-specific ship role table--how would they know what roles to add when unlocking a new blueprint? And adding this as an alternate path while keeping the legacy path for factions with static known ships (or specifically bounded known ships, given the possibility of relying on imported ship parts and thus only having access to a portion of known ships) would complicate both the codebase and the API.

Mods / Re: [0.9a] Version Checker v1.8b (released 2018-12-01)
« on: March 12, 2019, 02:36:42 PM »
VC should be a utility mod; SS will give a gentle notice if you try to load without it, but you should be able to ignore the notice.

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