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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a-RC5] What we left behind 4.3.5a  (Read 209834 times)

NikoTheGuyDude

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Re: [0.98a-RC5] What we left behind 4.3.0
« Reply #270 on: April 10, 2025, 09:07:58 PM »

Update to fix the forge.
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ultrashotpull

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Re: [0.98a-RC5] What we left behind 4.3.1
« Reply #271 on: April 11, 2025, 06:27:19 AM »

I'll be honest, the angry clouds kinda made me think the whole 'cosmic inevitability' thing was going to be something else.

15/10 mod, would get humbled by the god damn sun again.
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There's nothing better in life than a giant heck-off laser cannon capable of deleting planets. Except maybe a giant heck-off railgun that can do the same thing.

Zalpha

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Re: [0.98a-RC5] What we left behind 4.3.2
« Reply #272 on: April 11, 2025, 10:29:58 PM »

I noticed your mod has been updating and that is great. I don't know why but I am hoping you could look into it... I am using TriSO and it automatically updates my mods. Some mods it can automatically update in the program browser and other mods I have to go to the download page and download it manually. I was hoping you could figure out how they do that automatic function and apply it to your mod (if I had to guess they keep the mod file name the same so it just replaces it with the updated when it detects the new .json update version number). It is just a quality of life thing I am asking for but it really isn't that much of a hassle to download and install the mod manually.
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sigvard

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Re: [0.98a-RC5] What we left behind 4.3.2
« Reply #273 on: April 12, 2025, 06:33:50 AM »

I noticed your mod has been updating and that is great. I don't know why but I am hoping you could look into it... I am using TriSO and it automatically updates my mods. Some mods it can automatically update in the program browser and other mods I have to go to the download page and download it manually. I was hoping you could figure out how they do that automatic function and apply it to your mod (if I had to guess they keep the mod file name the same so it just replaces it with the updated when it detects the new .json update version number). It is just a quality of life thing I am asking for but it really isn't that much of a hassle to download and install the mod manually.

Even though the one click update doesn't work, you can still use triOS. Just go to the catalog when you see it say there is an update, and type in what we left behind, click the forum page and the download link inside triOS. It works and will install and update automatically. Saves you the hassle of unzipping, cutting and pasting atleast.

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Sentrynest33

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Re: [0.98a-RC5] What we left behind 4.3.2
« Reply #274 on: April 12, 2025, 07:00:05 AM »

Are the defense satellites something that you can only find outside of the core or will factions build them? I don't like the idea of them being in every system. I looked over the images of the nanoforge. Is there a way to "control" it or does it always end in the death of the colony? Is this Nex or Ashes of The Domain compatible? Really looking forward on giving this a try. Exploration is one of the best parts of the game and unique weapons that you might find with mods that focus on it.
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Aposkus

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Re: [0.98a-RC5] What we left behind 4.3.2
« Reply #275 on: April 12, 2025, 07:16:23 AM »

Heya, enjoying the mod. However I wanted to ask some questions regarding the content(spoilers!):
Spoiler
Is there currently anything after you give Kanta the chair? I did the quest, and nothing ever came up, so I was just wondering. Even scoured the abyss because there were "hints" at something exploring the abyss, but i couldnt find it.
What are the unique "reactions" of the world towards nanoforges/fractal core? In my game I only had a Heg "investigator" come and look at my colony due to Fractal core(at least i think? because it was a unique "dialogue" and stuff), but after interacting with them nothing else came up - no further investigations, crises or anything.
Also, this maybe just me, but I think it would be good if you had some sort of FAQ for all of the content on the modpage under spoilers, maybe just hints or something how to actually start it, because I didnt even know you had to go to a pirate world after going to limbo to start the magnetar questline.
[close]
Otherwise, amazing work on the mod, really enjoyed all the currently available content I found.
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NikoTheGuyDude

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Re: [0.98a-RC5] What we left behind 4.3.2
« Reply #276 on: April 12, 2025, 09:18:59 AM »

Are the defense satellites something that you can only find outside of the core or will factions build them? I don't like the idea of them being in every system. I looked over the images of the nanoforge. Is there a way to "control" it or does it always end in the death of the colony? Is this Nex or Ashes of The Domain compatible? Really looking forward on giving this a try. Exploration is one of the best parts of the game and unique weapons that you might find with mods that focus on it.

Satellites are a random spawn. Raesvelg has some, but thats it.
Yes, you can control the nanoforge.
Yes.
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NikoTheGuyDude

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Re: [0.98a-RC5] What we left behind 4.3.2
« Reply #277 on: April 12, 2025, 09:25:08 AM »

Heya, enjoying the mod. However I wanted to ask some questions regarding the content(spoilers!):
Spoiler
Is there currently anything after you give Kanta the chair? I did the quest, and nothing ever came up, so I was just wondering. Even scoured the abyss because there were "hints" at something exploring the abyss, but i couldnt find it.
What are the unique "reactions" of the world towards nanoforges/fractal core? In my game I only had a Heg "investigator" come and look at my colony due to Fractal core(at least i think? because it was a unique "dialogue" and stuff), but after interacting with them nothing else came up - no further investigations, crises or anything.
Also, this maybe just me, but I think it would be good if you had some sort of FAQ for all of the content on the modpage under spoilers, maybe just hints or something how to actually start it, because I didnt even know you had to go to a pirate world after going to limbo to start the magnetar questline.
[close]
Otherwise, amazing work on the mod, really enjoyed all the currently available content I found.

1. No. Im planning on an expansion of that content.
2. Thats right, thats it. Im planning more in the future - but nothing too substantial, mind you.
3. A FAQ is a good idea, thanks.
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Kim Dokja

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Re: [0.98a-RC5] What we left behind 4.3.2
« Reply #278 on: April 13, 2025, 05:26:03 AM »

Hi, I really love this mod, just a small bug report, the codex entry for Hyperspace Bipartisan shows a very long list of items what they sell and buy for in credits, definitely a bug.
Second, I was wondering if it is possible to tone down the defensive turrets that encircle the planet, or maybe if possible tone down their spawn rate, as I seem to find them way too much in my playthrough, if it's not possible, I would love if it has a setting slider to change the change of spawning or disable the planetary condition entirely (the disable part I'm not sure is there already or not, feel free to correct me).
Overall, I think this is one of the best mods to spice up colony hunting and give more options to players, I hope you keep updating it and giving it new content, would love to support if possible.
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Cat-in-the-Hat

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Re: [0.97a-RC11] What we left behind 4.2.0
« Reply #279 on: April 14, 2025, 05:45:16 AM »

The parry is neither precise or necessary. Hide behind shields and planets

And yes, you will be hit sometimes. You will find yourself in bad situations. Thats part of this system's design. It's meant to push your campaign planning to the limits and be a hostile place. Maybe I'll make a setting later, but as it stands, the system is good in my eyes.

My only problems with the Magnetar is how much supplies you loose when you misstime a parry, and the parry cooldown.
I entered the system with 4000+ supplies, and after doing a few rounds around the system to find the differents land marks, I suddenly realise I'm at 200 supplies. I only had 2 fights, but got caught in the pulse a few times.
Which is were the parry cooldown is bugging me. I had a few times where I got the timing right, but got a pulse coming without any way to counter it because the interdict pulse was down for longer than normal.

Seconding this: the magnetar is 100% overtuned ***. You can consistently get the timing right and the protection does not last as long as the width of the wave. This is simply bad design - sure, have a mechanic that if you fail it hurts - but make that mechanic actually work. I've tested this, and three times firing the interdiction pulse at the right time (just before wave hits) has protected from nothing since the green wave (which, you know, handily isn't telegraphed on the mini-map) is larger than the time protection. Oh, and you've made it so that this isn't something like the usual mechanics of system danger (aka the slow sweep of neutron stars etc) this happens every 30.5 seconds or so.

Added to this that the hacking requres sitting still - but there's a subtle push effect on the system that requires constant minute readjustment and the absolute overkill of # enemies in a system that's designed to reduce your CR to 0% and just no. And worse? You've added a "here's a hypershunt tap" dangle mission to the standard set of "go here, find loot" missions to the most egregious example of a deliberate death-trap in the game in any mod I've seen.

Do you think, maybe just maybe, 10+ hostile fleets with 5+ wall mobs in each is a bit overkill?



The parry is neither precise or necessary. Hide behind shields and planets

Might want to test that one dear, it's not working as intended:




Looks like I was very much hiding behind that planet and it did nothing.

Ugh.
« Last Edit: April 14, 2025, 06:26:46 AM by Cat-in-the-Hat »
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NikoTheGuyDude

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Re: [0.97a-RC11] What we left behind 4.2.0
« Reply #280 on: April 14, 2025, 10:04:56 AM »

Okay, let's break this down.

Firstly, there's many things in your comment that I agree could be changed. Maybe the pulses are too frequent, maybe the push effect should be reduced, maybe I can reduce the number of patrolling fleets... but everything else is off the mark.

Firstly. If you notice, the patrolling fleets have a tiny sensor radius. You're intended to sneak around them, not fight them. Maybe there's too many - maybe I can adjust it.
I make it very clear in the travel advisory that the interdict must still be charging for it to provide protection. Additionally, it clearly states you must be utop a planet - I'd love to have it work if you're behind, but that's not how the range blocker util works.

Also, you can just ignore those things orbiting the star. I'm not forcing you to go to them.

As for the pulses themselves, I'd love to give them a better graphic, but since I can't, the most I can do is reiterate time and time again (such as in the travel advisory) that you have to time your pulse for the center of the pulse. Unfortunately, this will always be obtuse.

Ultimately, this system is meant to be extremely dangerous, and provoke a sense of uncertainty. It's potential for loot is great, and is one of the biggest sources of omega weapons and colony items in the entire modiverse (discounting nonsense like astral ascension).
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sigvard

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Re: [0.98a-RC5] What we left behind 4.3.2
« Reply #281 on: April 14, 2025, 10:29:33 AM »

I would say most of my frustration with the magnetar came in with trying to get the science station right next to it, and avoiding getting sucked in while hacking and those little micro adjustments, but not too far or its start all over again and at that point you have to get ready to parry the emanation. If the hacking radius was a bit more forgiving it would be better.

The amount of defense fleets was pretty staggering but overall, with these things in mind- It's not like I'm ever going to visit the system more than once in a playthrough. It was a unique "boss" system, and if I'm heading into it on a second playthrough, that's pretty much going to be the entire starsector experience for the day, with appropriate preparation.

I enjoyed the challenge and loot for most of it. Properly threatening to my fleet. Just that last bit right next to the magnetar was annoying.

Real life magnetars are a foreboding concept and I appreciate you making it something horrifying to a starsector crew, in a class of its own even amongst black holes etc.
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Cat-in-the-Hat

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Re: [0.97a-RC11] What we left behind 4.2.0
« Reply #282 on: April 14, 2025, 12:46:46 PM »

Okay, let's break this down.

Firstly, there's many things in your comment that I agree could be changed. Maybe the pulses are too frequent, maybe the push effect should be reduced, maybe I can reduce the number of patrolling fleets... but everything else is off the mark.

Yes to all of these, but see later.

Firstly. If you notice, the patrolling fleets have a tiny sensor radius. You're intended to sneak around them, not fight them. Maybe there's too many - maybe I can adjust it.

Both the Mothership and the Research Base have full endgame fleets defending them: you're not getting away with stealthing through the mobs, so it's a full fleet of large Capitals and they easily detect you. Added to this, using an interdiction pulse requires you to slow to impulse power; and if you time it badly, you're now drifting on a vector without the ability to turn for 1+ day. So no, you cannot sneak around them in live play.

I make it very clear in the travel advisory that the interdict must still be charging for it to provide protection. Additionally, it clearly states you must be utop a planet - I'd love to have it work if you're behind, but that's not how the range blocker util works.

This is in no-way clear, at all. Your own post says "behind", and the player (at least two here) will assume it works like the Neutron star with a "shadow" behind the planet that is safe (i.e. it mirrors a mechanic that is already in-game). Not sure what "advisory" you're referencing here: I found the system due to a "go here to find a hypershunt tap" generic loot mission, I've not found the actual Story content for this mission that might help me.

Also, you can just ignore those things orbiting the star. I'm not forcing you to go to them.

This is just a fancy of way of saying: "Don't use the mod then".

As for the pulses themselves, I'd love to give them a better graphic, but since I can't, the most I can do is reiterate time and time again (such as in the travel advisory) that you have to time your pulse for the center of the pulse. Unfortunately, this will always be obtuse.

Are you aware that the interdiction pulse itself is a variable, and depends on fleet composition / sensors etc to determine length and pulse time and cool down? Because of this... if the timings are not overly generous, no-one is going to hit your magic sweet number that works for your personal test fleet. This is really basic math. My fleet currently has at least 5 ships with High Resolution Sensors, and this changes the math (all numbers in yellow are variables that change according to fleet composition) - and yes, that is a 100% addition to hostile fleet ability to detect (thus "tiny range" = "not so tiny range" now...):

Spoiler
[close]

Ultimately, this system is meant to be extremely dangerous, and provoke a sense of uncertainty. It's potential for loot is great, and is one of the biggest sources of omega weapons and colony items in the entire modiverse (discounting nonsense like astral ascension).

The issue with this system is two-fold: all of the above (which is mechanics enactment) and there is a solution right there in your own mod, but which doesn't work due to placing the system inside the Abyss zone. Your own mod has the structure "Astronomical Barrier Projector" (rare loot, not sure where I found it, but rare) which explicitly "nullifies CR drain from fleets" and you have a useless worm-hole gen in system (?? seems to be) that can be removed. So instantly, I thought: "Remove wormhole (I have that tech), make habitat, make shield, this is BRILLIANT design!"... only you can't, because the Abyss is hard-coded to prevent building.

So either tweak it or use the above solution, which would instantly make all of the issues go away and make this a brilliant bit of design work. i.e. make the system spawn at 0,0 (very corners of galaxy) in buildable space and let the player use stuff that is already in your mod to solve it. Job done.



« Last Edit: April 14, 2025, 01:01:31 PM by Cat-in-the-Hat »
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NikoTheGuyDude

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Re: [0.98a-RC5] What we left behind 4.3.2
« Reply #283 on: April 14, 2025, 12:56:00 PM »

The fact you didn't see the advisory tell me everything.

The advisory is added to your intel (with a notification) when you first enter the system and tells you how to avoid the magnetar and deal with it. It's pretty obvious, actually - it's practically shoved in your face. I don't know how you missed it but apparently you did. Also, you're just wrong, interdicts always take the same amount of time to charge and execute. It's basic math.

Anyway, I'm gonna stop here if the hostile tone continues. I spend my free time making this, and this is entirely optional content. You're free to not engage if you don't like, just don't act like I'm stabbing you in the gut.
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Cat-in-the-Hat

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Re: [0.98a-RC5] What we left behind 4.3.2
« Reply #284 on: April 14, 2025, 01:03:59 PM »

The fact you didn't see the advisory tell me everything.

The advisory is added to your intel (with a notification) when you first enter the system and tells you how to avoid the magnetar and deal with it. It's pretty obvious, actually - it's practically shoved in your face. I don't know how you missed it but apparently you did. Also, you're just wrong, interdicts always take the same amount of time to charge and execute. It's basic math.

Anyway, I'm gonna stop here if the hostile tone continues. I spend my free time making this, and this is entirely optional content. You're free to not engage if you don't like, just don't act like I'm stabbing you in the gut.

The system can be entered via at least four different entrances - so the player has a >75% chance of entering into a directly hostile zone with active magnetar pulses. You're not reading advisory / notes at that point. Also, "utop" isn't English - you meant either "on top" or "atop" or "upon", but not "utop".

Anyway, I've told you the solution of how to make this work, feel free to ignore it. The fact you instantly popped off a response without me finishing editing the post tells me you're thread sitting.

The fact you didn't see the advisory tell me everything.

The fact that you imagine that players will 100% follow your own head-canon solution to a highly variable event and at least two have bothered to give similar feedback, which you seem intent on 100% ignoring... doesn't tell me "everything", but it does tell me something.
« Last Edit: April 14, 2025, 01:18:53 PM by Cat-in-the-Hat »
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