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

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Author Topic: [0.98a] Tri-Tac Special Circumstances - V 1.1 04/01/25  (Read 168309 times)

Vaelophisnyx

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Re: [0.97a] Tri-Tac Special Circumstances - V 1.0 01/23/25
« Reply #135 on: January 25, 2025, 12:47:13 PM »

Thank you for addressing that so quickly! Yeah they're not as strong but, they made the regular omega weapons feel less special imo. I don't mind seeing them, just felt like very single TTSC ship had them before. New sprite looks nice btw!
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Dazs

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Re: [0.97a] Tri-Tac Special Circumstances - V 1.0 01/23/25
« Reply #136 on: January 25, 2025, 01:47:15 PM »

Thank you for addressing that so quickly! Yeah they're not as strong but, they made the regular omega weapons feel less special imo. I don't mind seeing them, just felt like very single TTSC ship had them before.
Thank you for messaging me directly, when I did a discord search I saw numerous "anonymous" comments with the same sentiment. It is so refreshing and helpful when a player messages me directly, good bad or indifferent I take all feedback seriously.
New sprite looks nice btw!
I appreciate that, I do my best but I am no artist and rely on kitbashing other peoples free to use assets. I am pretty happy with how it turned out, thank you. :)
Enjoy!

TMilla0

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Re: [0.97a] Tri-Tac Special Circumstances - V 1.0 01/23/25
« Reply #137 on: March 14, 2025, 01:21:25 PM »

I was looking around the codex at various beam weapons and I'm confused about the TTSC Heavy Burst Laser. Currently, it has 1 less Max Charges but costs 2 more OP than the vanilla Heavy Burst Laser. So it's a worse weapon for more OP. That doesn't make sense, so I'm guessing that there's something wrong?
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Dazs

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Re: [0.97a] Tri-Tac Special Circumstances - V 1.0 01/23/25
« Reply #138 on: March 14, 2025, 03:40:19 PM »

I was looking around the codex at various beam weapons and I'm confused about the TTSC Heavy Burst Laser. Currently, it has 1 less Max Charges but costs 2 more OP than the vanilla Heavy Burst Laser. So it's a worse weapon for more OP. That doesn't make sense, so I'm guessing that there's something wrong?
Hello and thank you for inquiring,
I did that becasue the vanilla is a pd laser and those have an advantage over standard. I did my best to keep the changes in balance becasue I swaped damage types.

sigvard

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Re: [0.97a] Tri-Tac Special Circumstances - V 1.0 01/23/25
« Reply #139 on: March 14, 2025, 04:42:11 PM »

Thank you for the work on this mod.

I'm sure it was somewhat intended but I find this is the perfect slot in for a game running the knights of ludd and iron shell in terms of bringing tri tach back into good relevance. It adds to them without adding too much and it no longer feels like the other factions are just too wide and varied comparatively.
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Dazs

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Re: [0.97a] Tri-Tac Special Circumstances - V 1.0 01/23/25
« Reply #140 on: March 14, 2025, 05:58:50 PM »

Thank you for the work on this mod.
You are most welcome, I appreciate you taking the time to post.
I'm sure it was somewhat intended but I find this is the perfect slot in for a game running the knights of ludd and iron shell in terms of bringing tri tach back into good relevance. It adds to them without adding too much and it no longer feels like the other factions are just too wide and varied comparatively.
Indeed that is the reason. I saw so many mods that buffed the other factions with a seperate aligned faction and felt Tri-Tac should have some allied faciton in thier pockets.
Enjoy!

TMilla0

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Re: [0.97a] Tri-Tac Special Circumstances - V 1.0 01/23/25
« Reply #141 on: March 15, 2025, 05:23:27 PM »

I was looking around the codex at various beam weapons and I'm confused about the TTSC Heavy Burst Laser. Currently, it has 1 less Max Charges but costs 2 more OP than the vanilla Heavy Burst Laser. So it's a worse weapon for more OP. That doesn't make sense, so I'm guessing that there's something wrong?
Hello and thank you for inquiring,
I did that becasue the vanilla is a pd laser and those have an advantage over standard. I did my best to keep the changes in balance becasue I swaped damage types.

Ah I missed that it was PD. Got it! Thank you very much for getting back to me and thank you for the great mod!
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Dazs

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Re: [0.97a] Tri-Tac Special Circumstances - V 1.0 01/23/25
« Reply #142 on: March 15, 2025, 05:45:28 PM »

Ah I missed that it was PD. Got it! Thank you very much for getting back to me and thank you for the great mod!
That is OK. Rather than making a new set of weapons, I felt it would make more sense for a special ops Tri-Tac group to tinker with existing weapons. It is why they are all blue and have different damaging types. I am happy to hear you are enjoying the mod and thank you for taking the time to let me know, it is kind words like yours that keep me going! :)

Dazs

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Re: [0.98a] Tri-Tac Special Circumstances - V 1.1 04/01/25
« Reply #143 on: April 01, 2025, 07:54:39 AM »

v1.1 Released Today -Not Compatible with game version .97a saves
   -Updated code to work with version .98a of Starsector

Terraphice

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Re: [0.98a] Tri-Tac Special Circumstances - V 1.1 04/01/25
« Reply #144 on: April 07, 2025, 08:12:01 PM »

Is there any way to have them start in a perm. alliance with Tri-Tach like Iron Shell does with the Hegemony?
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Dazs

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Re: [0.98a] Tri-Tac Special Circumstances - V 1.1 04/01/25
« Reply #145 on: April 08, 2025, 05:54:22 AM »

Is there any way to have them start in a perm. alliance with Tri-Tach like Iron Shell does with the Hegemony?
Hello there thank you for inquiring, my reasoning for having them independent from Tri-Tac is based on their lore. Tri-Tac is not a military faction like Hegemony is and Iron Shell is the Hegemony’s force projection and enforcement. It makes sense for them to be allied, whereas Tri-Tac is a corporation down on its power due to the AI wars and interference from the Lud and Hegemony as well as being raided by Pirates. I see TTSC as their dirty jobs sub faction that though allied at start, have the ability for Tri-Tac to disavow them as rogues gone wild if things get too hot. If a player plays are either Tri-Tac or TTSC it is easy to keep their factions closely linked as they start as allied and have the same political stances. If Nexerelin tosses a bad wedding event or some such, as a player you can just do a mission for the offended faction and it will go back up.

I have been asked your question a few times since release and my best answer was to make TTE which is integrated into Tri-Tac and makes them more powerful. I have built lore into each of my factions and even sub interconnected lore and I feel strongly on that point. I do hope you accept my reasoning or at least understand my stance.
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