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Messages - eidolad

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16
From https://fractalsoftworks.com/2024/02/02/starsector-0-97a-release/m, today when I click on the "download Starsector for Windows" button, it attempts to redirect to this suspicious address:

DO NOT USE THIS LINK, I've inserted spaces to hopefully disable it:   "https: // f005.backblazeb2.com / file / fractalsoftworks / release / starsector_install-0.97a-RC9.exe

(edit:  all three main download buttons are using the suspect site.  the whois lookup on backblazeb2.com is a bunch of "data redacted" even to the country of origin.  chin stroking commences...)

Workaround: I used the alternate download link (https://www.fractalsoftworks.com/starsector/release/starsector_install-0.97a-RC9.exe) which downloads the .exe from this same site (which appears to have a valid certificate etc.)

I'm using Firefox v122.0.1 (64-bit).  Malwarebytes built in browser extension will not even let me connect to the "f005" site...

17
Mods / Re: [0.96a] More Military Missions (v0.3.3)
« on: November 08, 2023, 06:31:25 PM »
This mod has established for me a new cadence in my current playthrough:  Go to low-rep faction system, accept 1+ exploration missions, then do (carefully chosen) star fortress defense mission.

Minor feedback on defense missions:

a) The battlestation and orbital station defense contracts are, in my experience, more risky than star fortress missions to accept.  This often occurs:  the smaller stations often do not have the ability to burst down an incoming cruiser and thus finds itself surrounded by intact enemies.  But overall this mission type is a ton of fun and a chance at unusual or breaththrough hull recoveries.

b) In the early game when doing a single frigate start, I could score quite a large paycheck for bringing a very small ship to a very big party.  A single frigate would be worth the 40K I got paid for the first defense mission.  However I suppose if the base commander saw an undamaged frigate for hire floating around, while a ton of death metal was incoming, I would get my accountant to pay twice the worth of the ship.  Or the 100K+ I just got paid for bringing my Hammerhead to a similar party.  But overall IMHO this is perfectly in line with 50K payout to scan an object a week away from the core worlds...

18
Mods / Re: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)
« on: November 08, 2023, 06:11:39 PM »
Big thanks for updating this mod!  Is great fun with "more military missions" mod...as for the first time, I was able to see a Diable Avionics Star Fortress in action.  I never want to *** off one of these things.

...the strength of this platform confuses my old memories of seeing Diable faction unable to survive long in Nex games

19
Mods / Re: [0.96a] Iron Shell 1.1813ae
« on: November 07, 2023, 05:23:08 PM »
yeah i didn't notice either and i'm stoked to be able to start a new game with them

unrelated:  i'm not good at "balance" but what do folks think:  is this mod balanced well with vanilla?

20
Mods / Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
« on: November 07, 2023, 04:58:35 PM »
quick note that I luv this mod and it's basically a must have. 

and good thing the Luddites didn't come up with a half-cathedral ramming burn-drive battlecruiser that has heavy missile broadsides to break up formations.  i mean, that design concept wouldn't work at all.

21
Mods / Re: [0.96a] More Military Missions (v0.3.2)
« on: October 10, 2023, 05:31:29 AM »
great mod idea, adding to new game

22
Mods / Re: [0.96a] Underworld 1.8.1
« on: June 16, 2023, 05:56:37 PM »
another crucial mod update!  new game time

23
Mods / Re: [0.96a] Interstellar Imperium 2.6.0b
« on: June 16, 2023, 05:49:42 PM »
I subjectively feel that an intact Imperium line formation will, at standoff range, perform as well as any best-at-range-standoff faction but I will add them to my weekend's new game to see how they fare.  I haven't played against them in ages but I will target them for engagement once I have the ability to do so.  I want to see how well their battle line can dance once the line breaks up.  Test whether Imperium does as well as their best-in-class competitors when the battle lines begin to break and one-on-ones, rushes in to burst-fire-win-or-die, special system usages, etc. start happening. 

There are some "mod faction matchups" that I would pay $$ to see:  pure Imperium fleet with mod loadout against Mayasuran pure fleet/loadout, etc.  Could the Starlight Cabal mod faction, with it's tech and mobility, chew them up, or get ground to pieces against the Imperium-I'm-an-Eagle-Cruiser-The-Size-of-a-Faction?

And D.R. thanks very much for bringing this mod into my .96a gaming weekend!

24
Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: June 16, 2023, 05:17:21 PM »
Finally, now the real Starsector run can begin.

Once again, Thank you for every update DR, your work is really appreciated and I really don't think it can be said enough how much people enjoy your work.

Echoed in an infinity of mirrors.  I will add a mighty HUZZAH! that my fave capital, the Victory-class, awaits my command.  All board the .96a happy gamer train.

I can already hear her main guns spinning up the war drums of death.

25
Hi quick feedback on my first run as a Carter's Freetrader faction captain that I did a few weeks ago (posting this before trying out a Tri-tac run):

a) Even with Ruthless Sector mod, the game start was really easygoing because most factions (including Pirates most especially) are non-hostile to me.  If the purpose/lore requires being friendly with Pirates then sure, mission accomplished.  Some players may enjoy not having to worry about pirates, or even, for whatever reason, being friends with them.

Gameplay-wise, I really like the beginning and middle and tend not to hang around once I have a powerful homeworld established with high income.  The impact of "friendly pirates" is especially felt very early, when I was flying around with two ships and very far into the black, exploring at high risk.  My only risks were [REDACTED] and alarm-system summoned pirates.

I would like to, if possible, have an option some day to set my Carter's Freetraders to hostile to pirates from hour one.  Roleplaying-wise, I have absolutely no use for pirates except as a threat and, once I get powerful enough, an optional hunting target.  This is non-essential, since I can easily become hostile with pirates by simply attacking their fleets etc.

b) The logistics support, with my fleet composition of nearly 100% Carter's hulls, is subjectively, the best I've ever had.  Especially since I tend to max out the yellow skill tree.

c) The combat capability of the Carter's fleet is solid.  I felt no need to reach for other faction ships to fill gaps.  I didn't play long enough to deploy the big girls and boys of the faction fleet ships but had no complaints.  I would like to one day return and replay and see how a Carter's-composition fleet evolves to fight late game [REDACTED] formations.

d) I didn't play long enough to find a favorite among the equipment/weapons of the faction to comment.

26
Mods / Re: [0.96a] Everybody Loves KoC
« on: June 15, 2023, 08:32:32 PM »
regarding your leak scenario...recommend to look at the intro thread to the "Adding mods to your game: first steps" thread on implementing a jre update (I also posted on how to give the jre more memory (i need more because i also run a ton of mods)

27
thanks a megaton for keeping this mod updated and in my game!

28
Mods / Re: [0.96a] Hiver Swarm - V1.08b - 05/12/23
« on: May 15, 2023, 07:44:42 PM »
ok thanks for the info.  FYI that in a single orbital base loot instance:  two Hiver BP packs.  .96a or one of the mods I have has definitely increased the drop rate of blueprint packs in general...

I've got four of the tasty Hiver BP packs in my inventory already

____

Super minor thing:  my brand new Adorable-class frigate purchase as a Junk Yard Dog faction planet (Random Core Worlds) came with the name "HIVER Chekin".

____

To work around the Hivers disappearing, I may just go with faction respawn in my next game that I want Hivers in.  That makes them a pest that just keeps on coming back.

29
Mods / Re: [0.96a] Hiver Swarm - V1.08b - 05/12/23
« on: May 15, 2023, 04:27:35 PM »
Some observations on the first .96a Hiver Swarm in random core worlds, Nexerelin playthrough:

1.  Hivers were exterminated quicker than any game I've had...they will killed about 6 hours into the playthrough.

2.  I picked up not one, but two Hiver blueprint packages and I'm only character level 3...which is truly unheard of for me.  I don't recall ever seeing a Hiver BP package before this.  If Hiver weapons and ships are still a slight (or better) overmatch for a comparable human system, and if I'm seeing the expected "new" BP package drop rate, then this is pretty significant change. 

I'm picking these up either from Research Stations or other exploration sources.   I'm only doing exploration missions until I have enough cash for the first colony.

_________________

A feature request:  "selective faction respawn" for Nexerelin for the Hiver Swarm, if it doesn't have this option.  If Nex *does* have this option...then definitely let the player choose whether Hiver can respawn.  This would be a reasonable workaround to keep the Hiver in the game.  (like those little pavement ants which returned to my kitchen two Springs in a row until I found the problem)

Or if it is better to ask for this over on the Nexerelin thread, then I'll post it over there.

30
Mods / Re: [0.96a-RC8] Tri-Tac Special Circumstances - V0.2.5 05/07
« on: May 13, 2023, 08:52:23 PM »
Dazs, my good hiver, I'm not sure if this is part of removing the Nex integration, but TTSC is now nulling out when trying to generate in a random sector. If this is part of the temporary Nex removal, you might want to put in big bold letters that TTSC isn't compatible with random sector mode; it was causing some confusion with folks earlier.

Code
191539 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.TTSC_systems.TTSC_Generator.generate(TTSC_Generator.java:16)
at data.scripts.world.TTSCGen.generate(TTSCGEN.java:19)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hey there SpaceDrake! I saw your ping in discord and followed the discussion there first. I looked over the NEX thread and there does seem to be an issue using Dal's unofficial update and using random core worlds. Quoting Dal: "Hi all! For the moment Random Worlds won't function. I'm sure it won't be too long before a full test release is ready. For now please stick to Corvus Mode." I'll forward that to Lagi Schwer on discord to let them know random is not useable atm.

Thank you for taking the time to also post it on the forum you are a great helper of Starsector players.

ran smack into this bug, will have to remove this mod for now.  not a big deal, going to switch to playing as a Carter's Freetraders

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