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Messages - Inhilicon

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46
Mods / Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
« on: April 02, 2021, 05:56:26 PM »
I always thought the Invader (and its FTL counterpart, was it "Elite Fighter" and a pirate fighter?) was such a slick, beautiful ship. Now I can enjoy it in Starsector! I just hope it's at least somewhat formidable. ;D

Thanks for the mod!

47
Same. I'm playing "appetizer games" until Nexerelin and other mods are up to date. Starsector is the best.

48
Mods / Re: [0.95a] Tahlan Shipworks 0.5a
« on: March 29, 2021, 11:59:11 AM »
^ Sweet! I wanted to ask some things, if that's okay. When Nexerelin is updated to work with 9.5a, will you have to update your stuff again? Questions about secret ships below.

Spoiler
The Karma or Kaivalya ships (idk what to call them, the Explorarium-drone-colored rare ships), what if get unlucky and I never get the chance to recover them? Are there blueprints? Can they appear in Explorarium encounters?
[close]

49
Mods / Re: [0.9.1a] Adjusted Sector
« on: March 23, 2021, 05:35:24 PM »
Are these settings good?

My main goal was to make a map a little bit bigger than vanilla with just a bit more of everything. Dunno if i set up everything properly.

Spoiler
{
   
   "plugins":{      
      "newGameSectorProcGen":"data.scripts.SectorProcGenMod",
      "newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
   },
   #Change the number below to increase or decrease the size of the Sector
   #"sectorWidth":164000,
   #"sectorHeight":104000,
   #"sectorConstellationSize":100,
   #"sectorConstellationCellSize":10,
   "sectorWidth":184000,
   "sectorHeight":124000,
   "AdjustedSectorConstellationCount":120,
   "AdjustedSectorConstellationSize":1000,
   "AdjustedSectorConstellationCellSize":10,

   "sectorConstellationRemnantMin":25,
   "sectorConstellationRemnantMax":40,
   "sectorConstellationRemnantSkipProb":0,

   "sectorConstellationRuinsMin":18,
   "sectorConstellationRuinsMax":30,
   
   "sectorDerelictMotherships":8,
   "sectorDerelictCryosleepers":18,
      
   #Random number of arcs apply to map
   #Vanilla value 20
   "AdjustedSectorRndArcs":20,

   #Generate hyperstorms options.
   #"true" for generating hyperstorms, "false" to not generate hyperstorms.
   "AdjustedSectorHS":true,

   #Accessibility will be base - 1 at that many light-years from center of mass
   #"accessibilityDistFromCOM":50,
   #"accessibilitySameFactionBonus":0.50,
   "accessibilityDistFromCOM":100,
   "accessibilitySameFactionBonus":0.75,

   #If SAD is enabled, you can change the amount of SAD-themed constellations
   #"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
   #"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
   "SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
   "SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,

   #If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
   #"BladeBreakerThemed_ConstellationMin_AS":3,
   #"BladeBreakerThemed_ConstellationMax_AS":5,
   #"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
   "BladeBreakerThemed_ConstellationMin_AS":5,
   "BladeBreakerThemed_ConstellationMax_AS":10,
   "BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
[close]

Hey, thanks for this setup. I think it is balanced enough and not too big so as to cause excessive framedrops in the map screen. Appreciate it!

50
I noticed that this nice mod and Roiders Union both have a Tarsus-turned-combat-ship, do you think they conflict in some way? Probably shouldn't, as they're most likely separate ships, correct?

51
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.4e
« on: July 22, 2019, 07:31:27 AM »
Hypervelocity drivers do EMP damage too, and at equal range. It's nice to have the choice but it definitely seems off.

52
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.4e
« on: July 22, 2019, 06:59:53 AM »
Okay, the Vendetta in the AI's hands is very reckless with its errant drive. It uses that into allied ships, causing damage and overall just sabotaging my own fleet. Otherwise, seems pretty good. Might I say it's pointless to have the hybrid medium turrets, given the Advanced Ballistics Interface hullmod. Why would I use energy there, when all ballistic weapons are straight up cheaper?

53
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.4d
« on: July 18, 2019, 02:39:27 AM »
Oh. I was confused, thank you. That clears everything up.

54
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.4d
« on: July 17, 2019, 04:20:21 PM »
I think the pirate Castigator is the most beautiful ship ever! Also, is the Shadowclaw a secret ship?

55
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.4d
« on: July 14, 2019, 08:01:42 AM »
I'm not sure if you care, but I spotted some errors in the ship descriptions. Here they are, if you want to see:

Spoiler
Bungalow, in the second sentence. It's missing "is" between "ship" and "essentially".
[close]

Spoiler
Kodai, in the second sentence. There's a superfluous "with".
[close]

Spoiler
Nessie, the word noticably is spelled wrong. Should be noticeably.
[close]

Thanks for this mod! The ships look really cool and I can't wait to try the weapons.

56
Is there list of all the IBB ships you can acquire? Do IBB targets regenerate, or are they finite? Thanks for the mod, btw. Incredibly good.

The International Bounty Board (IBB) and its missions are part of the Ship/Weapon Pack mod, not Nexerelin.

Nonetheless: I don't think there's a documented list anywhere, but the mod forum post does include this lovely image with (IIRC) all the bounty ships you can find - though this does include those of other mods which add their own IBBs (Shadowyards, Tiandong, Interstellar Imperium, etc.) so if you aren't using those mods (some aren't updated to 0.9 btw) you won't find those ships.

Spoiler



[close]

IBB missions are one-offs: once you've fought the battle, it won't spawn again.

I want to say after defeating IBB ships they have a chance to show up in markets like Prism Freeport but frankly I'm not sure anymore. I skimmed the change log in SWP and didn't see it there so maybe thats a figment of my imagination. However they will always spawn after battles so I guess it doesn't really matter. I always seem to get a bunch of hades. Call it luck but last time I got all four of them.

You are definitely right! I see a Pony for sale in the Prism Freeport right now. But that may be because I opted not to recover it (for obvious, pink reasons). I just hope that the other ships will appear, as I would love to have more Undines, Fractures and Phillipsheads.

57
Is there list of all the IBB ships you can acquire? Do IBB targets regenerate, or are they finite? Thanks for the mod, btw. Incredibly good.

But if I may criticize one thing, it's the rate at which reputation between factions changes. In my experience, the frequency feels too high. It can also invalidate efforts to improve reputation. I want to invite the Persean League to our alliance, but the random "diplomatic blunders" and such have put a stop to that plan over and over until I got the memo to just give up.

58
General Discussion / Re: Sindrian Diktat & Persean League
« on: June 25, 2019, 11:12:48 AM »
The Diktat and the League are the place to get mid-line battleships, e.g. Conquest.

For more flavour, I can recommend the Ships and Weapons pack (https://fractalsoftworks.com/forum/index.php?topic=11018.0). It has rare  Lion's Guard variants of a number of ships, e.g. Eagle. These have paint job in the Sindrians' violet and the perk of free solar shielding, because of Sindria's location right in its system-star's corona. The mod is overall very well-balanced and mature.

I tried that mod for a little bit along with Nexerelin (while I was still completely new to the game) but I've gotten wary of larger mod-based content like ships or weapons as they've been either overpowered or underpowered in the experiences (mods for other games) that I've had. I assume there's no possibility of having -just- the new paintjobs? I didn't see any particularly convincing proof as to why the authors think it's balanced. Then again, there's also the standard mindset that haunts any kind of opinion-heavy platform which dictates that negative criticism is unwelcome, so maybe no one is willing to speak up about that issue in particular. I don't know.


You're just wrong. The starsector modding scene is WAY more advanced than you seem to think. The linked S&W pack is considered vanilla balanced. MANY MANY MANY mods are considered to be NOT balanced, but tons of people have posted about it. Things like borken/neutrino are seen in some ways as "boss factions" now that knight's aren't a choice anymore. Additionally things like DME/DA/shadowyard/brdy are seen as a bit overpowered (at least imo, others might disagree). Sometimes mod factions are seen as potentially underpowered, but also they're sometimes underpowered on purpose (junk/pack/kadur).

Then you have things like underworld which are stronger than vanilla but what they do is take something a lot of people found to be underpowered in vanilla and bring it up to a more balanced state.

There used to be some good mod reviews out there about balance, like here: http://fractalsoftworks.com/forum/index.php?topic=11001.0
I'm not currently aware of any good megathread for mod reviews but if you read each mod's lengthy discussion thread you'll seen a ton of discussion about balance in all of them. So you might be right, that it might be hard for you to know which mods to use that will achieve the balance you want. You're just wrong that those mods don't exist though, and you're wrong that the discussion about balance isn't occurring. S&W pack is one of the most universally beloved, simple, well balanced mods out there though.

Jeez. Thanks for trying to invalidate my entire sum of experience with mods over my entire life. Anyway, I've already looked through all the pages of the ship/weapon pack for any quips about balance. There are very few; barely any. Ships that were mentioned include names like Aurora, LC's Cathedral and Excelsior. Some people voiced concerns over the latter but such SPOOKY negative feedback was promptly (and unsurprisingly) denied. Where's this "discussion thread"? I honestly can't find any such thing.


59
General Discussion / Re: Sindrian Diktat & Persean League
« on: June 25, 2019, 04:39:33 AM »
The Diktat and the League are the place to get mid-line battleships, e.g. Conquest.

For more flavour, I can recommend the Ships and Weapons pack (https://fractalsoftworks.com/forum/index.php?topic=11018.0). It has rare  Lion's Guard variants of a number of ships, e.g. Eagle. These have paint job in the Sindrians' violet and the perk of free solar shielding, because of Sindria's location right in its system-star's corona. The mod is overall very well-balanced and mature.

I tried that mod for a little bit along with Nexerelin (while I was still completely new to the game) but I've gotten wary of larger mod-based content like ships or weapons as they've been either overpowered or underpowered in the experiences (mods for other games) that I've had. I assume there's no possibility of having -just- the new paintjobs? I didn't see any particularly convincing proof as to why the authors think it's balanced. Then again, there's also the standard mindset that haunts any kind of opinion-heavy platform which dictates that negative criticism is unwelcome, so maybe no one is willing to speak up about that issue in particular. I don't know.

60
General Discussion / Sindrian Diktat & Persean League
« on: June 25, 2019, 12:24:39 AM »
I was just wondering if these two factions will get more attention down the line. In my experience, I don't feel compelled to join or help them in any way, as they have nothing particularly unique about them. I'm more willing to oppose them, for not being interesting. Will they get their own variants/paintjobs? Maybe a built-in hullmod to differentiate them from other factions? If all else fails, is there a mod that does this?

Pirates have their ghetto ships but with rad paintjobs and sometimes altered weapon mount types.
Tri-Tachyon use hi-tech ships, some of them appealing TT variants (like for the Brawler).
Luddic Church & Path have paintjobs and the latter has a distinct playstyle due to certain hullmods.
Hegemony have very interesting ship variants with distinct paintjobs.

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