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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 - cathar

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1
Mods / Re: [0.9.1a] Seeker - Unknown Contact 0.405 (2020/11/19)
« on: November 24, 2020, 11:16:23 PM »
They have been 100% independent mods for 8 months now. (Besides, even at the time of the split there never was any major issue when using both anyway)

Oh, great! Somehow I imagined duplicate ships when I had them installed together the first time.

Looking forward to driving a Cassowary again.

2
Mods / Re: [0.9.1a] Seeker - Unknown Contact 0.405 (2020/11/19)
« on: November 24, 2020, 02:54:09 AM »
How does this now work together with Torchships and Deadly Armaments? Can I have both installed or is there going to be some crossover and doubled ships?

3
Modding / Re: [0.9.1a] CommunistClouds 0.2
« on: September 24, 2020, 03:55:59 AM »
Ah shame, didn't know this existed. Already halfway through my current Communist playthrough. Will definitely add these on the next one.

4
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: September 15, 2020, 03:56:38 AM »
The new sprites are looking mighty fine. Very glad you came back to this, looking forward to version 2.0.

5
Modding / Re: [0.9.1a] Ventura Shipworks!
« on: September 08, 2020, 01:23:14 AM »
That is an extremely pretty Legion recolor

6
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: August 14, 2020, 12:09:13 PM »
Then why would you suggest it in the description of the hullmod?

7
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: August 14, 2020, 03:28:36 AM »
I really enjoy finding a weird ship and lugging it around, trying to understand it. That's actually an awesome concept. Just tell me when I have actually made progress on this. I don't even need to know what changed exactly, just tell me something has changed.

Maybe the issue is that now you assume that I am personally piloting the ship, and will immediately recognize the change. Thing is, from Day 1 of finding the Samsara I had it piloted by an Officer, and only occasionaly checked in on it during combats, while flying my flagship.
So now I can kinda tell it performs better than before (maybe?) but I can't really tell what has changed.

To Nia this seems to mean I cannot use my brain, however I wish this feedback still somehow reaches them.

8
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: August 13, 2020, 09:37:11 AM »
You are not understanding my point. Even if the effects are visible, there should still be some change to the description. Otherwise you are creating needless uncertainty, and players will never know if they actually unlocked everything the ship can do.

Unless you're saying that's your intention?

9
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: August 13, 2020, 08:54:33 AM »
The idea being what exactly? Making your content unintuitive and unfriendly for the player?

Even if the effect is that noticeable, why not at least acknowledge the change in some way?

10
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: August 13, 2020, 04:18:58 AM »
The Samsara and similar hulls have hidden features, yes. The description doesn't change if you figure them out, though.

Could you please elaborate? What are the hidden features? Not sure being obscure on purpose is an interesting feature, just turns it into a frustrating experience for the player.

As a player I get 0 feedback if I'm doing it right or not.

11
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: August 03, 2020, 12:50:43 PM »
I've been lugging around a Samsara class for about 2 cycles, deploying it in every battle, but it still says I don't understand it.

What do I have to do? It's not piloted by myself, is that the issue?

12
Modding / Re: [0.9.1a] Expanded Fleet Dialogue
« on: May 15, 2020, 10:34:03 AM »
I still don't really understand why a mod author should not want their fleets to have expanded dialogue provided by a different mod.

For me as a player, I'd want all fleets in the game affected by this modification in the same way.

13
That first screenshot immediately sells this mod! It looks so cool, can't wait to start a new playthrough with this enabled.

14
Love this. I might have added a bit too many portrait packs lately, this should really help give factions a unified look back.

What are your goals for this in the future? Would be really cool to be able to more easily add/remove ships or weapons from a mod, for example, or switch out sprites.

15
Modding / Re: [0.9.1a] Expanded Fleet Dialogue
« on: May 13, 2020, 02:19:10 AM »
This is a really cool idea. Should really expand especially the early game when you might have some credits from salvaging but not a big enough fleet for all the engagements.

I wanna do kind of pacifist run next so being able to negotiate with hostile fleets is perfect.

Would this be safe to add to an existing playthrough?


Also, I don't really understand the previous poster's complaint. Does it mean that for now this will only happen with vanilla faction fleets?

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