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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97][WIP] United Aurora Federation 0.75c ( Hotfix 3 )  (Read 568829 times)

connortron7

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Re: [WIP][OUTDATED] United Aurora Federation
« Reply #90 on: October 12, 2021, 03:52:44 AM »

I'm pretty sure this is pretty much dead but... i hope you can update this.. The ships looks glorious!
Has nobody read the forum rules about necroing posts?  ???

alexwtb234

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Re: [WIP][OUTDATED] United Aurora Federation
« Reply #91 on: October 12, 2021, 03:17:02 PM »

thats one of those mods i am willing to delete a save just to use it
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Aramoro

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Re: [WIP][OUTDATED] United Aurora Federation
« Reply #92 on: October 12, 2021, 04:34:19 PM »

I'm pretty sure this is pretty much dead but... i hope you can update this.. The ships looks glorious!
Has nobody read the forum rules about necroing posts?  ???

off topic but, is there a place to request old mods to be updated?
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6chad.noirlee9

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Re: [WIP][OUTDATED] United Aurora Federation
« Reply #93 on: October 18, 2021, 06:58:41 AM »

i agree there should be a forum post for outdated/abandoned mods for requesting permission to update etc
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

Ryxsen1421

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Re: [WIP][OUTDATED] United Aurora Federation
« Reply #94 on: February 22, 2022, 07:45:06 AM »

i agree there should be a forum post for outdated/abandoned mods for requesting permission to update etc

Spoiler
[close]

Your wish came true, the mod have been secretly under development and I tried my best to make sure that UAF pretended to be dead until I deemed its ready to be released.
However, the mod was already playable since 2 years ago, I just refused to release it because I don't want to rush it... but I guess I did.

Enjoy!
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tomatopaste

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Re: [0.9.51a-RC6][WIP] United Aurora Federation
« Reply #95 on: February 22, 2022, 08:54:21 AM »

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Ruddygreat

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Re: [0.9.51a-RC6][WIP] United Aurora Federation
« Reply #96 on: February 22, 2022, 12:45:04 PM »

Congrats on the release, though just at a first glance the balance on this is awful - esp. for the capitals

I dl'd the mod and did a set of (extremely unscientific - 1v1, player vs ai in the SCVE mission) tests with whatever loadout came to mind first and of the caps I tested, 5 could beat an apex from Apex Design Collective hands down, with no competition.

3 main things stuck out to me (outside of the caps being boring stat sticks)-
  • whatever the missile cap is called - did you seriously never stop and think that 4 large missiles and 5 mediums might perhaps be op? (just drop it from the mod, there's no balancing that concept)
  • the 25OP nuke launcher - It can alpha strike everything into oblivion, the long refire delay kinda doesn't matter (tone down damage & up OP cost)
  • the fighters (mainly the 20op stealth fighter wing) - the high cost fighters seemed so good that the only reason why I'd ever use something else is if I don't have enough OP to spare (idk much about fighter balance ngl, but the fighters need a hard looking at)
not gonna lie I don't have particularly high hopes for the balance of the rest of the mod after this, I know it's a work in progress but some of this stuff is glaringly obviously OP.

I'll give it a shot in a normal run (and give some less "lol what were you thinking"-tier feedback), but I doubt they'll become a mainstay in my modlist for the above reasons.

also a silly lore question for my mod that might never see the light of day - I see the UAF make heavy use of AI, are they proper members of their society or are they subservient to the humans?

EDIT : lol you forgot to add them to the bounty manager

add this to your modplugin's onNewGame() to get them to spawn bounties
Code
SharedData.getData().getPersonBountyEventData().addParticipatingFaction("uaf");
and other players can use this command to get it to happen in existing saves
Code
runcode com.fs.starfarer.api.impl.campaign.shared.SharedData.getData().getPersonBountyEventData().addParticipatingFaction("uaf");
« Last Edit: February 22, 2022, 04:52:10 PM by Ruddygreat »
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Harmful Mechanic

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Re: [0.9.51a-RC6][WIP] United Aurora Federation
« Reply #97 on: February 22, 2022, 07:54:30 PM »

I'm with Ruddy on balance, but; kudos for adding some off-the-wall culinary commodities, even if chocolate lava cake immediately makes me think of the infamous meltdown scene from Chef.
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arwan

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Re: [0.9.51a-RC6][WIP] United Aurora Federation
« Reply #98 on: February 28, 2022, 05:31:11 PM »

they may be OP, sure, but the style of the mod, and the sound scape that is with the mod has quickly made it a favorite of mine, i have been having a lot of fun trying out all the ships i can get my hands on. i noticed that a lot of dialogue and flavor text in the game could use a once over for grammatical issues. but that is to be expected.

as far as it being OP though, i also believe that not everything needs to be balanced in line, some times its nice to be the boss in a fight.

keep up the good work. and make it like you want it. ultimately its your mod and faction.
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Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

Lemuria

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Re: [0.9.51a-RC6][WIP] United Aurora Federation
« Reply #99 on: March 01, 2022, 05:28:16 AM »

Where's the source code of this mod?
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Lemuria#0685 on the Unofficial Starsector Discord

Ruddygreat

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Re: [0.9.51a-RC6][WIP] United Aurora Federation
« Reply #100 on: March 01, 2022, 09:10:16 AM »

Where's the source code of this mod?

It's not included in the mod (@ author can you include it in the next update?)

also a (very) minor note - all of your portraits are in 128 * 128 and taking up 4x more vram than they need to be, the game only displays them at 64 * 64 (iirc, might be wrong here?) & the mod's already v vram-hungry, it'd be much nicer on lower-end machines if you cut 'em all down to the proper size.
EDIT: huh, turns out i was entirely wrong, dunno where I got vanilla portraits being 64 * 64 into my head, sorry!

(also^2 no proper feedback yet, elden ring came out before the UAF gave me any bounties so I've been playing that; though if you wanna get my thoughts as they are, feel free to contact me on discord @ ruddygreat#2615)
« Last Edit: March 02, 2022, 12:03:09 AM by Ruddygreat »
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Lemuria

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Re: [0.9.51a-RC6][WIP] United Aurora Federation
« Reply #101 on: March 01, 2022, 09:41:58 AM »

Where's the source code of this mod?

It's not included in the mod (@ author can you include it in the next update?)

also a (very) minor note - all of your portraits are in 128 * 128 and taking up 4x more vram than they need to be, the game only displays them at 64 * 64 (iirc, might be wrong here?) & the mod's already v vram-hungry, it'd be much nicer on lower-end machines if you cut 'em all down to the proper size.

(also^2 no proper feedback yet, elden ring came out before the UAF gave me any bounties so I've been playing that; though if you wanna get my thoughts as they are, feel free to contact me on discord @ ruddygreat#2615)

Is the source code out there? Well, I need to search harder.

And after searching harder, I think I found the source code.

https://github.com/suzakuchris/uaf
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Lemuria#0685 on the Unofficial Starsector Discord

Goemon29

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Re: [0.9.51a-RC6][WIP] United Aurora Federation
« Reply #102 on: March 01, 2022, 02:10:06 PM »

Where's the source code of this mod?

It's not included in the mod (@ author can you include it in the next update?)

also a (very) minor note - all of your portraits are in 128 * 128 and taking up 4x more vram than they need to be, the game only displays them at 64 * 64 (iirc, might be wrong here?) & the mod's already v vram-hungry, it'd be much nicer on lower-end machines if you cut 'em all down to the proper size.

(also^2 no proper feedback yet, elden ring came out before the UAF gave me any bounties so I've been playing that; though if you wanna get my thoughts as they are, feel free to contact me on discord @ ruddygreat#2615)

Is the source code out there? Well, I need to search harder.

And after searching harder, I think I found the source code.

https://github.com/suzakuchris/uaf

That may be the source code of a earlier closed testing version tho. From what I remember CY was still doing stuff after Dezember so it doesn't look like the updated version we have avaliable to download atm.
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Harmful Mechanic

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
« Reply #104 on: March 01, 2022, 05:40:11 PM »

There's no obligation, but it's generally considered polite and makes it much easier to check for malicious code in a mod - and it preserves your comments, which simply digging around in the .jar doesn't.

As far as any misguided attempts at 'securing' code go, it doesn't do much.
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