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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 - fatrat

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16
Mods / Re: [0.8.1a] Nexerelin v0.8.4b "War and Peace" (update 2018-09-30)
« on: January 06, 2019, 02:50:07 AM »
That still makes me very happy, i was trying to play 0.8.1a and i kept running into a lot of issues around crashing with trying to save.

I've am playing 0.8.1a successfully at the moment, and though saves were flaky at first, they work properly now after upping the memory Java can use. It's seems everything is a little more memory hungry in that version. I also make sure to wait 1-2 seconds when entering or leaving a system, but that may just be superstition at this point. PM me if have any questions about mod versions or whatever.


I think i restarted like 10 times, i had to put the game done cuz the save would break every other time i tried saving. I wanted to throw my laptop across the room lol. I'm using 4 gigs of ram for startsector, not sure how much more i'd need, i was thinking it was a problem with the mods.


Nexerelin for Starsector 0.9a has been updated to a releasable state, so... enjoy! Thanks to OutOfTheLoop and the unpaid beta testers on Discord for making this release possible.

Nexerelin v0.8.4y2
Download

Spoiler

Blueprint trader


A typical day* in Chicomoztoc orbit
*not actually a typical day
[close]

Changelog

Notes:
  • Update your Console Commands mod or it'll crash on startup!
  • Some mod factions won't be properly balanced for random sector till they are updated
  • Save early, save often, please report bugs

Summary of some important changes from previous Nexerelin version and vanilla Starsector 0.9:
  • New invasion dialog
  • Added blueprint trader at Prism Freeport
  • Removed faction membership system, now uses commissions directly
  • Factions will not launch punitive expeditions or Hegemony AI inspections against you if you're commissioned with that faction, or allied to it
  • All factions that were "playable" in last version (including e.g. Pirates, Luddic Path) offer commissions
  • Officer deaths and warmonger event have been disabled
  • Some colony-related stats are changed from vanilla:
    • Base max admins 1 -> 2
    • Colony over/under limit stability effect 2 -> 1
    • No-spaceport accessibility penalty -100% -> 50%
    • Tactical bombardment stability effect 5 -> 3


Oh happy day! Thank you!

17
Mods / Re: [0.9a] Ship/Weapon Pack 1.8.0
« on: January 06, 2019, 12:30:15 AM »
Never really used it before as it seemed kind of weird, but I'm really digging the Plasma Flamer atm.

Now, i want to see how it does vs a fleet.
Maybe this?
https://www.youtube.com/watch?v=Thf7NbmMzc8

Spoiler
[close]


Okay, now the's *** nuts. O_O

18
Mods / Re: [0.8.1a] Nexerelin v0.8.4b "War and Peace" (update 2018-09-30)
« on: January 05, 2019, 11:36:30 PM »
is Nexerlin 9.0 comming soon? allot of mods added nexerlin compatability updates today :O
The Git hub has a version for 0.9 but the fact that it isn't out as a main download here means it probably isn't complete so downloaders beware.


That still makes me very happy, i was trying to play 0.8.1a and i kept running into a lot of issues around crashing with trying to save.

I just tested the newest version up on github, there's somethings that look like they're missing, but in my test run i didn't find any problems. I'll have to play test more to give any real feedback.

19
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« on: January 04, 2019, 03:07:23 PM »
It has to do with scripting issues - the weapons are supposed to be able to go through shields and go through the target ship, damaging it all the way. However, the coding ended up being that damage applied to the hull as the projectile went through was applied per frame; if you had high fps, the weapons were overly powerful, while having lower fps would give much lower damage. Until a better solution is found these weapons won't be implemented in the game.

At least I THINK that's what went wrong.


That sucks, they looked really fun when i saw them on older YouTube videos. Hope there's some work around.

20
Mods / Re: [0.8.1a] Green Knight Security (v1.4c)
« on: January 02, 2019, 01:58:05 PM »
Surely there will be an update...


I just have to wait patiently...

Holy necro Batman.

21
Mods / Re: [0.9a] Ship/Weapon Pack 1.8.0
« on: December 27, 2018, 01:01:46 PM »
How do you go about using the Excelsior?
It doesn't seem to work the same way as other phase ships, in that it's phase cloak instantly turns off as soon as you turn it on. Is it supposed to do that?

Excelsior abilities have negative flux cost. Shooting reduces flux (higher flux gives higher-damage shots), cloaking reduces flux and regens armor/hull while active. Venting damages nearby enemies.
Use the ship system to absorb nearby projectiles as flux (be careful not to overload while doing it).

It's really finicky to use, but handled correctly it can do things like HELMUT soloing a Remnant battlestation here:

https://www.youtube.com/watch?v=IPJK5AyVdPU


I am going to go on record and say that's probably one of the most ridiculous things I've seen gaming-wise this year.

Now, i want to see how it does vs a fleet.

22
General Discussion / Re: Legion-class Battlecarrier
« on: December 25, 2018, 07:19:40 PM »
Depends what else you have beyond flak.  If you have something like two Mjolnir and good enough flux stats to support them, lots of flak can work.  Generally, I use three (dual) flak on my Legion.  Flak is mostly useful for personal missile defense.

If all you need the Legion for is to support other things in your fleet, consider Devastators in heavy mounts and fewer flak (two instead of more) in composites.


I'm running a very fighter heavy fleet with three Dominators and two Egles as fire-support for my carriers/drone tenders. Right now i'm using four Khopeshes on my Legion, so i was thinking of just using it as a PD platform for my fleet and nothing else. The other loadout i was thinking would work would be long range artty support, two Hellbores and some missile, but i'm still not sure on that. 

23
General Discussion / Re: Legion-class Battlecarrier
« on: December 25, 2018, 01:54:44 PM »
Is an all flack/PD legion a bad idea? I'm trying to think of how to better make this a fleet support ship with 4 bombers.

24
General Discussion / Re: Anyone else like the Dominator?
« on: December 24, 2018, 02:50:06 PM »
Expanded Magazines doesn't do anything for that Dominator, as it only applies for energy and ballistic weapons with charges, mostly just the Burst PD Laser and Antimatter Blaster. I'd probably swap out Hardened Subsystems (the Dominator already has excellent longevity in combat and isn't really aching for any more) and put the spare ordnance points into vents and capacitors so you can keep firing for longer.

I mad some changes, this is what i'm working with now.



I like it so far, i kept Hardened Subsystems because i do want to be able to out last the other fleet in long fights, so far it's worked out, that and i like to use myself as bait. 

25
General Discussion / Re: Anyone else like the Dominator?
« on: December 24, 2018, 12:14:02 PM »
This is what i'm using at the moment, not sure how good it is, but it really doesn't like dying. ;D




Open to feedback though.

26
General Discussion / Anyone else like the Dominator?
« on: December 24, 2018, 03:26:07 AM »
I'm in the middle of my first hegemony run on my first full playthrough and I just picked myself up a dominator... or 3.

I got the first one as Salvage, thought it was awesome won me a couple fights and I bought the second one and then I found a third one on some more Salvage. I love it so far, it's tanky, can output okay dps and has a lot of room for Point defense. So what loadouts do you use on this ship?

27
Mods / Re: [0.9.0a]Celestial Mount Circle 1.0
« on: December 22, 2018, 10:57:04 PM »
Going to keep an eye on this one, your other mods are very high quality. No medium weapon mounts is an interesting choice, do they have more large or small weapons to compensate.

28
Mods / Re: [0.9a] Sylphon RnD 0.9.2
« on: December 22, 2018, 12:10:34 PM »
update 0.9.2 is available now



Adding some fancy new things and removing some things that weren't really needed anymore.

this patch will break saves due to removals

Download can be found in the first post as always

Changelog:
Spoiler
0.9.2
Additions:
- Added the Networked Targeting Linkup hullmod, which is exclusive to Sylph Core ships
- Added the Sylvetra nanotech cruiser
- More not yet available additions (unless you console them in)
- Added GraphicsLib support (GraphicsLib still won't be required, though. Things will just look nicer if you have it now)
- Added a number of of special ships you may for now encounter randomly in Sylphon fleets on rare occasions

Removals:
- Removed Okarra
- Removed Hymnon
- Removed Hubris

Changes:
- Reworked the Sylph Core installation code so that it now uses skins instead of wierd behind-the-scenes magic
- Sylph Core variants now have unique sprites
- Updates to some sprites
- Upgraded Replekia with fancy vernier thrusters
- Reworked Valestri to fit the Okarra's now vacant role as anvil
- Changed the sounds of the Götterdämmerung (credits to MesoTroniK)

Balancing:
- Increased Equilibrium supply costs to 55/55
- Lowered Dread Eagle's dissipation from 750 to 500 and increased flux capacity from 10000 to 16000 (This is an experimental change to more firmly establish the Dread Eagle as a hit-and-run skirmisher. The Scourge Eagle remains unchanged as it's meant to be a different kind of ship)

Known Issues:
- Apocatastasis special effect doesn't apply properly, granting basically no damage bonus whatsoever (Laserboi is on the case)
[close]

Interesting, what was your thought processe behind the removals?

29
I don't think the game needs aliens or zergs or whatever, which have already been explored in other media. I think it's fine if starsector sticks with its theme offactions which are allegorical representations of various known earth political systems. It would be neat though if the AI sent invasions to some colonies or NPC planets sometimes.

I just want to see the existing factions behave more differently from each other based on their ideologies.

I'd be fine with not having aliens if the factions felt a little more distinct from one another. So far I put about 10 hours into the game, oh it's fun and a lot of the ships are cool, but nothing really stands out. A game that did the only human factions really well is EVE Online. Despite what some people might say about the game it did faction diversity pretty well. The factions are visually distinct and they have a lot of variety to them. It also helps that every faction has two weapons that they specialize in.

I'd still say I want an organic or mechanical faction of some kind.

30
I'm new to the game, but I feel like the  game is missing an organic faction like the tyranid or zerg.

Cheep ships, week put can swarm the enemy and cost nothing to upkeep.


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