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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 - gun&drink

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16
Mods / Re: [0.8.1a] Fringe Defence Syndicate v0.3.1 WIP (2018/03/30)
« on: April 03, 2018, 04:46:52 AM »
I'm gonna give a good run to the whole mod soon, but before that I just want to say that the hyperspace jump active system scared she crap out of me the first time I used it, well done
just out of curiosity, does the AI know how to use it?

17
Modding / [WIP] Hullmod Minimod idea, help and feedback needed
« on: April 03, 2018, 02:52:26 AM »
I probably have a similar story that other people that have come to this section of the forum in the past: I love this game, had a few ideas, and now I want to turn them into an actual, funcional thing within the game. And after playing this game for a while I have come to realize that, while I would love to make a ship or a weapon, there's something more subtle that usually completely changes the number of possibilities that the already insane amount of possible builds that modded Starsector already gives you: hullmods. I want to make a hullmod (possibly more if things go right) and I have some questions

but first let me explain what I have in mind

Name:State-of-the-art Maintenance Protocol

Effects:
-Peak performance multiplied by 2
-flux dissipation and flux capacity increased by 15%
-active system cooldown decreased by 25%
-active system charges increased by 50% (rounding would be upwards so that things like missile autoforge are affected by at least +1)
-maintenance cost/month multiplied by 3
-non-skeleton crew space subtracted, skeleton crew multiplied by 2
-cargo and fuel space removed

OP cost: probably the same as safety overwrites , maybe a little less

the idea is making it possible to give the player the possibility of making certain ace ships that are used often more effective, while giving a big enough drawback to the entire fleet so that it has to be used sparingly (the negative changes forces whatever ship is used on to depend on the rest on the fleet for maintenance, so it has to stop at some point).

so the questions are
-is any of the changes I just said difficult to implement on a hullmod? I have been checking some mod files, and both the code of the hullmods itself and the implementation outside the jar directory seem fairly easy to understand. I have programming background in java and so far I didn't see anything weird as long as hullmods are concerned
-opinions on the hullmod itself?

that is all, thank you for your time

18
Mods / Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
« on: April 02, 2018, 07:50:06 AM »
any progress with this? I wasn't that fond to this mod at first (the first time I installed it just to kill that Titan thing ), but the last balance patches and that cycle formation the drones do now makes it a fairly interesting mod. it's just a shame because right now they don't really do much on nexerelin

19
Mods / Re: [0.8.1a] Mayasuran Navy 8.0.3
« on: April 01, 2018, 01:34:36 AM »
The Tremor ain't apart of my mod, I'm afraid. That's from Arsenal expansion.
That'd be a part of Arsenal Expansion. I'll see what I can do about its flux stats, the vulnerability to flanking is an intended weakness. Try assigning an escort with strong point defense.
Oh crap, I saw it in a Persean market and thought it was from this mod because the aesthetics are similar, my bad

20
Mods / Re: [0.8.1a] Mayasuran Navy 8.0.3
« on: March 31, 2018, 04:57:55 PM »
I like alot of things about this mod, but that Triple gauss cannon takes the cake. keep up the good work
one problem tho, I can bravely find any of the ships in Persean League makets with Nexerelin, or any market for that matter. can't wait until they are their own faction, I want to get an entire fleet of them
also a small suggestion: the Tremor class could use a small boost. right now it seems outclassed by some vanilla cruisers with similar stats: to put an example the eagle costs 22 deployment points to deploy, and is slightly more expensive to maintain (+1.6 supply/mo) but has more speed, better flux ventilation, all sides covered by small energy slots for PD with a fairy large arc and more efficient shields with wider arc. Giving it a single small weapon slot covering the blind spot in the rear or widening some of the arcs of the existent ones should do the trick, right now it's a little too vulnerable to salamanders and frigates for a ship that focuses on really aggressive play

21
Mods / Re: [0.8.1a] Foundation Of Borken v0.2.1-RC4
« on: March 31, 2018, 12:47:59 AM »
The basatan system will get adjustments to scale the damage in the future, so enjoy it while it lasts.
Understandable. I was one-shoting the [redacted] battlestation with one of the loadouts I tested while having a very short cooldown, so it didn't fair using it
still amazing work, it's not often that I see such a flexible and fun active system

22
Mods / Re: [0.8.1a] Foundation Of Borken v0.2.1-RC4
« on: March 30, 2018, 11:02:47 AM »
I didn't notice the first time I fought this ship, but its active system is... quite something else

23
Mods / Re: [0.8.1a] The Thule Legacy v0.1.9
« on: March 30, 2018, 07:33:45 AM »
(Note: I didn't play the original so I don't really have a gasp about what the faction theme and strengths were in the past)
I have to make more testing before saying anything more substancial, but so far:
-the Herzog mobile fortress really, REALLY struggles to properly outfit itself. with so many weapon mounts and 440 OP it can bravely be fully equipped with the cheapest OP weapons I could find, let alone add some outfits and vents. Taking into account how slow it is and how the weapons of the faction itself don't seem to have range as their forte, I think you can add to it about 150OP without worries about it being overpowered
-Nexerelin fleets are composed in a disproportionate measure of Herzogs and Valhalls
-I can't seem to find the thule meteor warkead in markets, is it a build-in weapon or something of the sorts? it would explain that size
-probably should remove the ammo limiter in ballistic weapons

24
Modding / Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« on: March 30, 2018, 07:05:04 AM »
another bug I have found: the AI seems completely unable to use the Hardon accelerator. there some kind of hardcap on how much weapons should be loaded, and the loading period for the hardon accelerator seems to double it. any AI equipped with it will simply load it for about 2 seconds only to interrupt the shot , over and over. this has several solutions:
-change the AI behavior with the hardon acceletator in particular (don't know how hard that is, but it's probably the best one)
-change the AI behavior in general (sounds like it *could* *** something up in the grand scheme of things, but it would solve it)
-modify and balance the Hardon accelerator to load in less time (kinda a shame because the weapon itself has a very unique role and I would enjoy it both by using it myself and by encountering enemy fleets using it)
also someone else has commented that the weapons are way too efficient and that if they had limited ammo they would be overpowered. I agree, but the idea of amazing ballistic weapons that have limited usage could be really interesting, and the faction itself could play around that: short engagements would be really favorable for them, while long ones would become their aquilles heel.

25
I love that bull carrier, really nice for support carrier. good stuff in general but that one takes the cake both in aesthetics and usefulness
also is it just me or some of the ships are really hard to come by? I have seen most of the smaller ones for a while now, but the Starlifter and the capital are nowhere to be seen

26
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.6.0
« on: March 22, 2018, 11:04:58 AM »
Oh boy do I love that Radiant battlecarrier that was added recently to [REDACTED]. I was so mad when it wouldn't appear in derelicts after destroying 5 from a fleet of 200 ships that I added it with Console to my fleet. apparently the mod that lets you get those ships doesn't affect ships added by other mods, which of course kind of makes sense

keep up the good work

27
Modding / Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« on: March 17, 2018, 07:40:06 AM »
Hi, just wanted to drop by to say that I really enjoy the ships and weapons of this mod. there isn't nearly enough high payload missiles out there, and this mod fills that role so nicely with the Omega device and the Lancer Torpedo racks, plus the ships have really nice appearance.
Also giving a few balance tips after testing it for a while, both with vanilla and pretty much every big mod out there:
-Auria-class takes way too little points to deploy. if you boost it to 25 or even 35 I think it would make it more fair, right now I can just spam them with some sweet missile-specialized outfitting and destroy pretty much anything
-limited ammo ballistic weapons aren't really worth it at the moment. either boosting them up so the limitation is worth it or removing said limitation would be ideal
-as others have said some of the ships have too little OP points
-as they are not a faction at this moment, only the player can make full use of these weapons at the moment, which can be a little unfair for the AI sometimes

these last two aren't really a balance issue, I'm just not sure if you are aware of them
- Lancer Torpedo racks tend to not ignite when the target they are aiming at isn't lined up, not sure if intentional
-Omega devices tend to just overload everything that has a shield on, while not destroying it. not sure if this is intentional

finally I have a small suggestion: if you added a Auria-class variant with missile forge I would orgasm on the spot. Having so many missile racks makes you really wish for it

in any case thanks for updating this mod to 0.8, there's nothing like hitting something from across the map with several Lancer Torpedo x4 racks

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