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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Author Topic: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this  (Read 124517 times)

JohnDoe

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Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
« Reply #150 on: April 25, 2021, 05:38:27 PM »

Well deserved buffs. My Filaments were getting destroyed by end game threats because they couldn't win the flux wars against other capitals of similar cost.
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Sir_Meower

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Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
« Reply #151 on: April 28, 2021, 06:05:46 AM »

Oh thank you so much for those changes! I'm going to download the latest version of the mod and start going ham!
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ShadowStalkar

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Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
« Reply #152 on: May 06, 2021, 05:06:39 PM »

First things first,i love the designs and the ship overall concept,thumbs up for making them
But theres one thing that was constasntly bothering me,the faction is supposed to have only one star system or i am just unlucky?
when i start with their faction and move to buying bigger ships(verge+) i constantly run in a problem where i either cannot find the ship i want for hours(when i clearly remember seeing it there an hour ago),or just unable to fully equip them with faction weapons bcs....weapons are just not there(and i feel really bad for slapping other weapons instead),which is reaaaaly sad,any chances that will be tweaked for them to have at least a little cluster of 2-3 stars nearby?or like a military base in that area?getting their equipment is just painfull even if you already have max standing and full access to things
this becomes even more sad when they have a bad start and their economy drops,getting gown took me quite a while when they where raided by pirats and other factions bcs RNG

ehhh...i miss ships like gown....big ships with big guns go brrrr

and if it comes to suggestions....hm....i would probably consider one thing besides adjusting the faction status

adding some sort of heavier fighter type that would be just one wing in slot,but like....small frigate sized?(with apropriate stats and weaponry)
as in my testing everything else besides the garter was nearly useless and couldnt do much later,with garter just shining a very bright light due to naturally being a heavy bomber with one shot at decent range
while anything else that tries to engage in CC just gets demolished and you have to replace it to not lose crew and combat performance later on
or,make fodder tiers to be complete automatic and not require crew for them to do their job as a complete wall of meat
« Last Edit: May 19, 2021, 01:09:43 PM by ShadowStalkar »
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Excel.exe

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Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
« Reply #153 on: May 07, 2021, 03:17:26 AM »

Easily my favourite faction mod, and goddamn the music for them though, i literally sat a station listening to the music while outfitting my ships and realised a whole hour had passed, where is it from?
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Nia Tahl

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Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
« Reply #154 on: May 07, 2021, 06:13:30 PM »

Easily my favourite faction mod, and goddamn the music for them though, i literally sat a station listening to the music while outfitting my ships and realised a whole hour had passed, where is it from?

The faction music was made by MesoTronik. He certainly did a great job with it.

First things first,i love the designs and the ship overall concept,thumbs up for making them
But theres one thing that was constasntly bothering me,the faction is supposed to have only one star system or i am just unlucky?
when i start with their faction and move to buying bigger ships(verge+) i constantly run in a problem where i either cannot find the ship i want for hours(when i clearly remember seeing it there an hour ago),or just unable to fully equip them with faction weapons bcs....weapons are just not there(and i feel really bad for slapping other weapons instead),which is reaaaaly sad,any chances that will be tweaked for them to have at least a little cluster of 2-3 stars nearby?or like a military base in that area?getting their equipment is just painfull even if you already have max standing and full access to things
this becomes even more sad when they have a bad start and their economy drops,getting gown took me quite a while when they where raided by pirats and other factions bcs RNG

ehhh...i miss ships like gown....big ships with big guns go brrrr

and if it comes to suggestions....hm....i would probably consider one thing besides adjusting the faction status

adding some sort of heavier fighter type that would be just one wing in slot,but like....small frigate sized?(with apropriate stats and weaponry)
as in my testing everything else besides the garter was nearly useless and couldnt do much later,with garter just shining a very bright light due to naturally being a heavy bomber with one shot at decent range
while anything else that tries to engage in CC just gets demolished and you have to replace it to not lose crew and combat performance later on
or,make fodder tiers to be complete automatic and not require crew for them to do their job as a complete wall of meat, but you wont lose your crew now

The faction is and always has been meant to mix vanilla weapons with their own. I'm not a fan of adding vanilla equivalents when they aren't needed. Imho the faction aesthetics mesh well enough with vanilla weapons.
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
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MesoTroniK

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Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
« Reply #155 on: May 09, 2021, 12:18:08 AM »

Easily my favourite faction mod, and goddamn the music for them though, i literally sat a station listening to the music while outfitting my ships and realised a whole hour had passed, where is it from?
:)
Ambient music is underappreciated, always makes me smile when I find someone who agrees.

ShadowStalkar

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Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
« Reply #156 on: May 09, 2021, 06:31:54 AM »

Easily my favourite faction mod, and goddamn the music for them though, i literally sat a station listening to the music while outfitting my ships and realised a whole hour had passed, where is it from?

The faction music was made by MesoTronik. He certainly did a great job with it.

First things first,i love the designs and the ship overall concept,thumbs up for making them
But theres one thing that was constasntly bothering me,the faction is supposed to have only one star system or i am just unlucky?
when i start with their faction and move to buying bigger ships(verge+) i constantly run in a problem where i either cannot find the ship i want for hours(when i clearly remember seeing it there an hour ago),or just unable to fully equip them with faction weapons bcs....weapons are just not there(and i feel really bad for slapping other weapons instead),which is reaaaaly sad,any chances that will be tweaked for them to have at least a little cluster of 2-3 stars nearby?or like a military base in that area?getting their equipment is just painfull even if you already have max standing and full access to things
this becomes even more sad when they have a bad start and their economy drops,getting gown took me quite a while when they where raided by pirats and other factions bcs RNG

ehhh...i miss ships like gown....big ships with big guns go brrrr

and if it comes to suggestions....hm....i would probably consider one thing besides adjusting the faction status

adding some sort of heavier fighter type that would be just one wing in slot,but like....small frigate sized?(with apropriate stats and weaponry)
as in my testing everything else besides the garter was nearly useless and couldnt do much later,with garter just shining a very bright light due to naturally being a heavy bomber with one shot at decent range
while anything else that tries to engage in CC just gets demolished and you have to replace it to not lose crew and combat performance later on
or,make fodder tiers to be complete automatic and not require crew for them to do their job as a complete wall of meat, but you wont lose your crew now

The faction is and always has been meant to mix vanilla weapons with their own. I'm not a fan of adding vanilla equivalents when they aren't needed. Imho the faction aesthetics mesh well enough with vanilla weapons.

> I'm not a fan of adding vanilla equivalents
i ment to expand their system to have more sources of the weapons they provide,not add more of weapons themselves,but seem like this is also not the case as well

and now that you mentioned it,they somewhat fit well with remnant automated drones to fix the issue with their own fighters
« Last Edit: May 09, 2021, 06:35:12 AM by ShadowStalkar »
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Nia Tahl

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Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
« Reply #157 on: May 09, 2021, 02:27:14 PM »

I'm not adding more systems for them. Wouldn't fit their lore. Weapons are available enough between their two planets and the extra market at Charkha.
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
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luckish

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Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
« Reply #158 on: May 10, 2021, 01:52:21 AM »

I'm not adding more systems for them. Wouldn't fit their lore. Weapons are available enough between their two planets and the extra market at Charkha.

i only did a lil cursory look over the page, but is the station music posted anywhere? its pretty amazing
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Madskills

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Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
« Reply #159 on: May 10, 2021, 05:53:35 AM »

I had a good modded playthrough with lots of 0.95a mods along with this one. I'll leave a mini-review here to make sure the author knows there are players who care and maybe some feedback.

First of all, the art is hands down amazing. Not only the best art in the entire starsector modding community, it might be better art than what vanilla starsector has. Holy sweet little baby jesus, gotta love it.

Compared to tahlan shipworks, this mod's ships are a little bit more generic mechanically, I wish they had more special/unusual/interesting stuff going on with subsystems or skills. But I don't know how to do that without making them too strong.

Another thing I wish this mod had is tighter integration with the game: give pirates torn apart variants of scalar ships, have maybe some random deep space encounters with their experimental tech, have some interesting interaction with vanilla factions, etc. I understand that the point of this mod is being just a faction mod and this is what faction mods often do, but I know the author can go so much deeper than this after playing tahlan shipworks!

As for weapons, I think their weapons are a little bit too strong for how easy they are to obtain (just land on their planet and buy). I don't mind them being stronger, but I wish they were harder to obtain.

Gotta re-iterate how amazing the art, because it really sells the entire mod. I really like how pixel-art smoothly blends with conventional art in its ships, what a great job with that!
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The_White_Falcon

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Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
« Reply #160 on: May 11, 2021, 07:23:58 AM »

Just a heads up; the version checker is saying this version is 0.0 even though it should be 0.7.  In other words: the version checker is saying I have version 0.0 and should have 0.7 (even though I DO have 0.7 installed).
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MesoTroniK

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Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
« Reply #161 on: May 12, 2021, 02:12:30 AM »

i only did a lil cursory look over the page, but is the station music posted anywhere? its pretty amazing
It will get uploaded to my SoundCloud not yet but soon. In the meantime you can dig them out of the mod folder for listening.

Warnoise

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Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
« Reply #162 on: May 19, 2021, 01:52:08 AM »

This faction has an amazing design but balance-wise it is too strong. Their ships themselves aren't that op (except their battle carrier which is nimble like a destroyer and hits like a truck) but heir weapons are insanely powerful and their fighters (and especially bombers) are utterly broken.

I am curious about what is their weakness?

« Last Edit: May 19, 2021, 02:01:39 AM by Warnoise »
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Chairman Suryasari

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Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
« Reply #163 on: May 19, 2021, 03:25:01 AM »

Well, lore-wise, they're isolated for so long and have to develop superior weaponry to keep their independent from both Persean league and Hegemony so it's probably a design choice. But in the campaign they mostly just sit there doing nothing, and in Nex as long you're not actively hostile toward them they can't be bothered with you.
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ShadowStalkar

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Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
« Reply #164 on: May 19, 2021, 12:27:13 PM »

This faction has an amazing design but balance-wise it is too strong. Their ships themselves aren't that op (except their battle carrier which is nimble like a destroyer and hits like a truck) but heir weapons are insanely powerful and their fighters (and especially bombers) are utterly broken.

I am curious about what is their weakness?

after playing a bit more ,their main weakness imo is their conservatizm and nothing else,you will simply have a hard time getting things you would want unless you just get BPS and start making their products by yourself(instead of checking up on markets in hooes of finding something specific),also probably higher DP  cost then usual vanilla on few things,but its clearly justified just by how strong some of the individual ships are combined

still kinda sad about that part :(,i had hard time equiping bigger ships with weapons early, untill started own production on own colonies,maybe just bad luck as author said its enough

i would also like to know how to get BPs for some big boys like the phase cruiser that i seen only one so far or the freighter,or that is not a thing in "normal" game?
« Last Edit: May 19, 2021, 01:10:16 PM by ShadowStalkar »
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