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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 174547 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.

Karak03

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Re: [0.98a] Tri-Tac Special Circumstances - V 1.1 04/01/25
« Reply #146 on: April 29, 2025, 07:58:05 PM »

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.
I'd like to let you know that I really love TTSC, the ships, weapons (they can't even be called busted when you look at all the other modded factions and some [ULTRA REDACTED] stuff) and their lore. In my Nex-modded campaigns, TTSC actually typically ends up on decent/good terms with a fair number of factions that don't get along with regular Tri-Tachyon. I did notice that unlike regular Tri-Tachyon, Special Circumstances starts off as hostile to [REDACTED], I'm assuming that's intentional, right?
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Dazs

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Re: [0.98a] Tri-Tac Special Circumstances - V 1.1 04/01/25
« Reply #147 on: April 29, 2025, 11:36:09 PM »

I'd like to let you know that I really love TTSC, the ships, weapons (they can't even be called busted when you look at all the other modded factions and some [ULTRA REDACTED] stuff) and their lore.
That is so nice to hear, I am glad I could provide some added fun to the game for you. I specifically made this mod to counter all the "busted" mods that enhance the other vanilla factions and I felt TT was under represented. (So much so I made two) :)
In my Nex-modded campaigns, TTSC actually typically ends up on decent/good terms with a fair number of factions that don't get along with regular Tri-Tachyon.
A lot of that is up to a combination of Nexerelin and how it tosses out random relation adjustments and how the player interacts with them. If you play as TTSC, you start off in great terms with them and depending on how you play, you can keep that up or you can stab them in the back, you are a disavow able corporate rouge after all. If you let them run as a game controlled faction, they start off with the same relations and policy stance as TT so for the most part they should stay that way but as I stated earlier, Nexerelin will be Nexerelin. ;)
I did notice that unlike regular Tri-Tachyon, Special Circumstances starts off as hostile to [REDACTED], I'm assuming that's intentional, right?
That is intentional because TTSC are tech raiders that repurpose Remnant and Ordo tech for their own use and AI no like that.

Thank you for taking the time to share your opinions and query. I really enjoy waking up to a correspondence to read while I sip my coffee.

Karak03

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Re: [0.98a] Tri-Tac Special Circumstances - V 1.1 04/01/25
« Reply #148 on: May 03, 2025, 10:15:55 PM »

I'd like to let you know that I really love TTSC, the ships, weapons (they can't even be called busted when you look at all the other modded factions and some [ULTRA REDACTED] stuff) and their lore.
That is so nice to hear, I am glad I could provide some added fun to the game for you. I specifically made this mod to counter all the "busted" mods that enhance the other vanilla factions and I felt TT was under represented. (So much so I made two) :)
In my Nex-modded campaigns, TTSC actually typically ends up on decent/good terms with a fair number of factions that don't get along with regular Tri-Tachyon.
A lot of that is up to a combination of Nexerelin and how it tosses out random relation adjustments and how the player interacts with them. If you play as TTSC, you start off in great terms with them and depending on how you play, you can keep that up or you can stab them in the back, you are a disavow able corporate rouge after all. If you let them run as a game controlled faction, they start off with the same relations and policy stance as TT so for the most part they should stay that way but as I stated earlier, Nexerelin will be Nexerelin. ;)
I did notice that unlike regular Tri-Tachyon, Special Circumstances starts off as hostile to [REDACTED], I'm assuming that's intentional, right?
That is intentional because TTSC are tech raiders that repurpose Remnant and Ordo tech for their own use and AI no like that.

Thank you for taking the time to share your opinions and query. I really enjoy waking up to a correspondence to read while I sip my coffee.
I actually spent a decent amount of time writing up names and descriptions of ranks for TTSC in the AotD - Questions of Loyalty/Quality of Life/QoL mod. Starts off very corporate-like, and only near the tail-end of the higher ranks is it more mask-off in what the Player Character's role in TTSC really is.

I also love that the TTSC has a phase capital and it's main balancing point is a whopping 50% CR deployment cost. As for the relations in Nex thing, I just headcanon it away as TTSC being okay with working with other factions not so much out of the kindness of their hearts, but for expanding the number of people willing to trade with them and people who are on your good side are less likely to shoot you in the back while you're busy kicking a bunch of Luddic Pathers in the stomach. Will you be adding any missiles/torpedoes in the future to TTSC, preferably the kind that regenerate their ammo to compensate for when the AI sees some enemies and immediately dumps their load only for the enemy ships to just raise their shields, pretty please?
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Dazs

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Re: [0.98a] Tri-Tac Special Circumstances - V 1.1 04/01/25
« Reply #149 on: May 03, 2025, 11:44:55 PM »

Well hello again, hold on let me get my coffee :)
I actually spent a decent amount of time writing up names and descriptions of ranks for TTSC in the AotD - Questions of Loyalty/Quality of Life/QoL mod. Starts off very corporate-like, and only near the tail-end of the higher ranks is it more mask-off in what the Player Character's role in TTSC really is.
Nice, I have had some requests for integration but I personally do not use that mod so I am a bit unfamiliar with it. I would be interested in seeing what you have come up if you would care to share.
I also love that the TTSC has a phase capital and it's main balancing point is a whopping 50% CR deployment cost.
That one seems to be a love it or hate ship from what I read on discord. I spent more time on that one than the others in this mod to get it balanced which was a challenge as I personally dislike phase ships lol. I am glad you like it so much.
As for the relations in Nex thing, I just headcanon it away as TTSC being okay with working with other factions not so much out of the kindness of their hearts, but for expanding the number of people willing to trade with them and people who are on your good side are less likely to shoot you in the back while you're busy kicking a bunch of Luddic Pathers in the stomach.
I like that and it essentially sums them up. In my head cannon, they are the disavowable black bag sub corporation of TT rather than an extension of their military like Iron Shell. Easier to do corporate spying and espionage if you are on decent relations after all ;)
Will you be adding any missiles/torpedoes in the future to TTSC, preferably the kind that regenerate their ammo to compensate for when the AI sees some enemies and immediately dumps their load only for the enemy ships to just raise their shields, pretty please?
Well that is tricky to be honest, they are so super focused on beams that there are few mounts for missiles on their ship and in my opinion they are a little bit of a downgrade to use them with the TTSC hull mod. Also, I get a lot of flak (pun intended) for the overabundance of weapons I have added to my other mods, especially CFT, and I tried to keep this one streamlined by only offering variants of vanilla beam weapons so players could switch it up. What type of missiles did you have in mind that are not already offered in game or by another mod that would fit their theme?

I appreciate the follow up, I look forward to any other ideas you have regarding the mod.
Enjoy!
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