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Author Topic: Mods are like kitties  (Read 4759 times)

montaropdf

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Mods are like kitties
« on: September 09, 2017, 05:20:14 AM »

You can't just pic one.

I roamed in the forum for a few days, now, and I am blasted by the number of mods already existing, and the quality of most graphics I have seen, for a game that is in Alpha, only.

So which mods would you recommand for a new player?

And a last word...

Homeworld.
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Sooner535

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Re: Mods are like kitties
« Reply #1 on: September 09, 2017, 06:54:06 AM »

Nomads is a very unique and fun mod, a little bugged at the moment if you use random gen but otherwise great
Nexerelin for the RTS like gameplay mining, diplomacy, etc.
Templars because late game hard to defeat bad guys are fun
Imperium because Rome in space
Tore up plenty because of the vanilla boosting mechanics
Ship and weapons pack for same reasons above
And pretty much any other faction mod that you can handle because variety is nice.
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Seth

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Re: Mods are like kitties
« Reply #2 on: September 09, 2017, 11:42:47 AM »

I'll just gonna post my mod list and you decide:

Pretty much essential:
DynaSector                                         
Ship and Weapon Pack
Portrait pack

Coolest factions (strictly IMO):
Blackrock Drive Yards
Dassault-Mikoyan Engineering
Diable Avionics
Interstellar Imperium
Metelson Industries
Neutrino corp.
New Galactic Order
Outer Rim Alliance
SCY Nation
Knights Templar
Underworld

Suffering heavily in wait before I can get my hands on updated (I really can't wait no more, help me...):
Tiandong Heavy Industries
The Mayorate
Junk Pirates
Pegasus Belt Council

In case you want Total War in space:
Nexerelin

Also, as a new player you have to remember that you'll need:
GraphicsLib
LazyLib
And maybe something else (check each mod requirements) along with preferably extended RAM allocation (search) for mods to work correctly.
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montaropdf

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Re: Mods are like kitties
« Reply #3 on: September 09, 2017, 12:29:12 PM »

ahhhhh, Java and its memory allocation problem, I almost forget that in the last 2 years I hadn't to deploy a java webapp on a server.

I will have to try the IBM jvm to check if that could solve the issue.
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Midnight Kitsune

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Re: Mods are like kitties
« Reply #4 on: September 09, 2017, 02:10:02 PM »

If you haven't played SS before, I would HEAVILY suggest playing vanilla as the game can overwhelm new players
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montaropdf

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Re: Mods are like kitties
« Reply #5 on: September 12, 2017, 01:18:18 PM »

I have played the game for a few hours already, so it should be ok with a few mods.

Thanks you for your recommandations.
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dk1332

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Re: Mods are like kitties
« Reply #6 on: September 29, 2017, 03:48:14 AM »

If you haven't played SS before, I would HEAVILY suggest playing vanilla as the game can overwhelm new players

Seconded, Vanilla first then mods later. Get accustomed with the basic gameplay since mods tend to throw alot of stuff at the player.

Quick warning on some mods:
Nexerelin - Has a "Vengeance fleet" mechanic (originally from another mod). If you are on bad terms with another faction, get ready to be hunted...alot.
GraphicsLib- Might cause some problems on low-mid PCs, you might want to check the troubleshooting guide in the mod just in case.
LazyLib - If you want to play with mods, you will need this. A large chunk of mods requires it.
Dynasector - Gives everyone unique ship variants. If you have this, don't be surprised if you see pirates with really good weapons.

For factions:
Diable avionics - the faction itself is on bad terms with the Vanilla factions and on neutral terms with the pirates. Visiting their bases will put you in risk of some pirate attacks.
Templars - If you feel like you are invincible, try taking these guys on. Though to be honest, they are pretty strong.
Underworld - has high-tech pirates bandits space jews I mean..."tax collectors" that will ask you for some stuff. Give them nothing, then you get yourself a fight. The mod also adds new ships for the pirates which makes them challenging to fight.
Red- They are a hostile faction with units that you can find in a SHMUP game. You can say they are near dangerous as the templars.

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Schwartz

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Re: Mods are like kitties
« Reply #7 on: September 29, 2017, 07:51:16 AM »

My essentials are as follows:

The Starsector+ group as a baseline. Underworld, Ship/Weapon Pack, Dynasector.
Polished vanilla-like factions. Blackrock, Shadowyards, Imperium.
Vanilla-like but not ready yet. Junk Pirates, Exigency, Mayorate, Tiandong.
Lastly, the Templars. Clearly overpowered, leave these out until you're looking for a challenge.
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Alex

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Re: Mods are like kitties
« Reply #8 on: September 29, 2017, 08:12:05 AM »

« Last Edit: September 29, 2017, 08:14:17 AM by Alex »
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dk1332

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Re: Mods are like kitties
« Reply #9 on: September 29, 2017, 08:56:02 AM »

space jews

(Dude, not ok.)

Sorry, not trying to harm anyone.

(fun fact, I have jewish ancestry)
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Alex

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Re: Mods are like kitties
« Reply #10 on: September 29, 2017, 09:02:36 AM »

Fair enough, it's all good; just can't let this sort of thing slide if I see it.
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Megas

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Re: Mods are like kitties
« Reply #11 on: September 29, 2017, 09:27:45 AM »

The thing about overpowered enemy factions is if you can obtain their hardware, it often makes the game easier, and causes power creep.  In other words, harder start, easier end.
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CaptainWinky

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Re: Mods are like kitties
« Reply #12 on: September 29, 2017, 11:45:13 PM »

Nexerelin - Has a "Vengeance fleet" mechanic (originally from another mod). If you are on bad terms with another faction, get ready to be hunted...alot.

If you try Nex and don't like the vengeance fleets, they can be disabled in exerelin_config.json.  Search for "enableRevengeFleets" and set it to 0.
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