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Yes, please.
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# ? Jul 30, 2016 19:26 |
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# ? Apr 27, 2024 11:32 |
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Holy shiiiiiiit
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# ? Jul 30, 2016 20:52 |
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I think bigger ships should have a bit of a buildup before the big boom so small ships have a short window to get out of the way. Would look cool and result in less frustration from miscalculating your distance from that Onslaught's rear end causing you to commit suicide.
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# ? Jul 30, 2016 21:12 |
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BadOptics posted:Very nice! Reminds me of Freespace 1/2; maybe he could add in some sort of shock wave effect? One of the popular graphics mods already does this.
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# ? Jul 30, 2016 23:48 |
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looks a bit 2d
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# ? Jul 31, 2016 01:33 |
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So I guess this is going to make boarding ships even harder if you literally cannot get them in one piece. Or maybe along with the update is a dynamic scars generator for your ships, showing the welding lines where they were put back together so that they can fight another day.
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# ? Jul 31, 2016 02:06 |
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Alex the Dev for SS posted:"When a ship is disabled, there's a chance this will happen. The chance and min/max number of pieces are set per-ship in ship_data.csv. On average, the chance is around 50%. Ships that break up won't be available for boarding. For salvage, "destroyed" ships will contribute more than they do now, probably about the same as "disabled". Oh, forgot to mention: base chance to board will go up to compensate. So, about half of the ships you fight will be outright dismantled and those that don't will have a greater chance to board. Since it would appear that ships tearing apart has something to do with additional damage past disabling them, you may be able to intentionally keep some ships intact if you want to board them and destroy the ones that you don't.
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# ? Aug 2, 2016 05:23 |
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FooF posted:So, about half of the ships you fight will be outright dismantled and those that don't will have a greater chance to board. Since it would appear that ships tearing apart has something to do with additional damage past disabling them, you may be able to intentionally keep some ships intact if you want to board them and destroy the ones that you don't. Maybe something about how many armor cells that are busted? Would make capturing ships more skill based.
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# ? Aug 2, 2016 07:53 |
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Where can I find vmparams on OS X so I can get the 2GB fix in place to launch Starsector+?
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# ? Aug 5, 2016 05:22 |
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I picked up this game again after telling a friend about it. I took the advice of the last couple pages and went after bounties. What a difference! I'd been doing ok before, but mostly on a trading/smuggling basis. I picked off pirate fleets where and when I could but it could get dicey, and most I found were too small. Smuggling was going great, I expanded my fleet and thought myself some sort of badass. But the increased expense of keeping all those ships afloat, and the unreliable nature of trading, AND losing a key battle or two hosed me. My expanded fleet was dropped, I went back to my Medusa, Wolf, Brawler and one other frigate, and I was drat near bankrupt. But now I have what seems like a steady income. And I started doing some faction bounties as well, so I get per-kill payouts as well as loyalty points. I bought a 2nd destroyer and can easily afford it this time. And I'm not constantly fretting about the price of fuel and supplies. I'm starting to look into mods now, any suggestions for comparative beginners?
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# ? Aug 7, 2016 16:01 |
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Avocados posted:Where can I find vmparams on OS X so I can get the 2GB fix in place to launch Starsector+? Right click your starsector app, click "Show Package Contents," open the "Contents" folder, open "MacOS," and it's in starsector_mac.sh
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# ? Aug 8, 2016 05:40 |
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so where do i get the murrica ship in the op?
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# ? Aug 8, 2016 06:01 |
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Agean90 posted:so where do i get the murrica ship in the op? It's one of the SS+ boss bounties with I'm pretty sure Tiandong installed.
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# ? Aug 8, 2016 06:02 |
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dis astranagant posted:It's one of the SS+ boss bounties with I'm pretty sure Tiandong installed. Murica, made in China You should get Tiandong anyway though, it is a top notch mod.
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# ? Aug 8, 2016 07:29 |
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Count Roland posted:I'm starting to look into mods now, any suggestions for comparative beginners? Nexerelin: planet conquest and more dynamic wars and the Omnifactory. Plus it adds random maps. It has a list of factions it shares compatibility with and I've never played without it so yeah. Starsector+: scaling bounties, captain skill balances, quality of life improvements DynaSector: used to be part of Starsector+, don't know what it specifically does (think it's a diplomatic events system) but get it anyway its part of the deal Ship Weapon Pack: Like Dynasector, it's the ships and weapons that used to be part of Starsector+. They fit so perfectly with Vanilla that you'll never pick out the new ships without expert knowledge of them. Combat Chatter: Helps you keep track of the battle. Also it's pretty funny at times. Graphics Lib, LazyLib: General function libraries for mods - just background stuff but get 'em it doesn't hurt. Console Commands: Incredible utility. Bypasses unfun grinding at need. When you use this with Nexerelin and you're looking to mod your relationship with someone, check if you need to mod your personal relationship or your personal faction's relationship. That caused me no end of grief, and some pretty funny situations. Factions that fit right in: Junk Pirates: Low end ships, but nice flavor and funny to fight against. Tiandong Heavy Industries: Hegemony with a different aesthetic and weapon emphasis. I highly recommend their flak burst launcher - it lets you giggle at missile swarms. Interstellar Imperium: Low tech ships with an emphasis on long range forward-facing kinetics. They have a couple gimmick 'apocalypse' missile ships but they're easily countered. Mostly. I'll, uh, leave their exact results unspoiled but it's pretty funny. For some spice. I do recommend these, to be clear, it's just that they're more of a deviance from the vanilla: Blackrock Drive Yards: These have handling characteristics that really need a human touch to see good performance from. Otherwise they're mid-to-high end and prone to getting blapped. Diable Avionics: Mid-to-high end but the AI handles them fairly well. They're...honestly just go to the Nexerelin thread and click the link there. I haven't played with them much but I've never regretted seeing the faction around. It's good fun. Not really recommended but if you swing that way: Templars: This is a boss faction - they are OP and will gently caress up any but highly skilled and equipped players. Also horrifically badly optimized and will eat all but the best graphics cards for lunch because the modder just had to have some special-rear end shield effects. Also it's prone to crashing on battle starts for whatever reason. Hiigarans: If you really really want that Homeworld feel. However, they're imba as gently caress. Like, worse than Paragons imba. Also it requires Java 8 as opposed to Java 7 that the game comes with because the modder dislikes Java 7. The requirement is now in the mod's OP (for a long time it wasn't) but is somewhere obscure because a basic prerequisite for running it isn't important information or anything. Complications fucked around with this message at 07:49 on Aug 8, 2016 |
# ? Aug 8, 2016 07:45 |
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Fart Cannon posted:Right click your starsector app, click "Show Package Contents," open the "Contents" folder, open "MacOS," and it's in starsector_mac.sh Thanks boss. I'm gonna have to pile on some more mods. SS+ is nice and all, but the game still feels pretty barebones and directionless. Nexerelin seems like a good M&B-esque mod.
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# ? Aug 8, 2016 07:58 |
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Complications posted:Not really recommended but if you swing that way: I haven't played SS in a good few months but I don't really remember Templars ever having any noticeable effect on performance or causing crashes and most of my time playing SS has been with a laptop running integrated graphics.
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# ? Aug 8, 2016 10:26 |
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You can disable all the extra graphics in templars anyway by editing a text file
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# ? Aug 8, 2016 13:31 |
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Gobblecoque posted:I haven't played SS in a good few months but I don't really remember Templars ever having any noticeable effect on performance or causing crashes and most of my time playing SS has been with a laptop running integrated graphics. SHAOLIN FUCKFIEND posted:You can disable all the extra graphics in templars anyway by editing a text file
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# ? Aug 8, 2016 16:56 |
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I have never seen any of these issues before, firsthand or brought up by others, and I've been playing with Templars since Day One. You might want to look around for other causes or re-download the mod or something.
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# ? Aug 8, 2016 20:59 |
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Similar to the mac ram question, does the linux version come with the 64 bit jre? EDIT: Also is StarSector+ 3.5.2 still good with Nexerelin or do I have to use Dynasector+Weapons/Ships Pack? Dreamsicle fucked around with this message at 22:09 on Aug 8, 2016 |
# ? Aug 8, 2016 21:52 |
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Dreamsicle posted:Similar to the mac ram question, does the linux version come with the 64 bit jre? Use all three. A safe bet is following the recommended mods list in the THI mod faction thread.
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# ? Aug 8, 2016 22:59 |
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Complications posted:For what is still the vanilla experience, but these mods make the game world feel like it lives and breathes. I recommend them for everybody without reservation.: Extremely useful-- thanks!
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# ? Aug 9, 2016 22:50 |
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So the guy behind the Scy mod is redrawing all of his ships... ...But I mostly think I prefer the old versions: The new sprites are more detailed and closer to the base game's, but I like the original cleaner, hard-panelled designs.
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# ? Aug 11, 2016 05:42 |
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Mordja posted:So the guy behind the Scy mod is redrawing all of his ships... Yeah, I really don't like it when mods try to look like the base game because distinctive looks make them much more memorable.
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# ? Aug 11, 2016 05:45 |
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I keep trying to come back to the game but it feels impossible for me. The start is so rough and I've been ambushed so many times by fleets faster than me. I think I've logged maybe two hours since he put out the update to Transponders and all that. I miss the old version. :/
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# ? Aug 11, 2016 06:45 |
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Mordja posted:So the guy behind the Scy mod is redrawing all of his ships... Oooh, this is nice. I also liked the stark, blocky styling of the original design, but the sprites always looked weirdly fake to me. Too flat, too 'digital'. The sense of depth is so much better on these new sprites.
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# ? Aug 11, 2016 06:56 |
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I definitely prefer the new ones, but I still find that most of the ships have way too similar an outline for me to love it. Course, if he changed the shape of half of the ships, that would be a huge hassle and long time fans would complain, so maybe it's for the better. Plus, one of the factions visual gimmicks is the "same" engine on every ship, so it would lose some of its identity.
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# ? Aug 11, 2016 07:16 |
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Cathair posted:Oooh, this is nice. I also liked the stark, blocky styling of the original design, but the sprites always looked weirdly fake to me. Too flat, too 'digital'. The sense of depth is so much better on these new sprites. I'm with you on this. The Scy mod has always had some really cool mechanical stuff going on with the ships, but they have always looked out of place next to the rest of the stuff in the game. It's not really that the style has to perfectly match—the BRDY sprites put most of those in the base-game to shame, but they still fit in nicely. The new Scy sprites look like a real improvement to me.
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# ? Aug 11, 2016 13:25 |
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This is the first time I've seen both sets, and I like the new ones better. I'm just starting to get mods for my game now, and I really appreciate ones that expand on the vanilla game rather than sticking out too much.
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# ? Aug 11, 2016 14:38 |
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Count Roland posted:Extremely useful-- thanks!
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# ? Aug 13, 2016 01:26 |
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the Torch-class gunboat is glory in its purest form.
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# ? Aug 13, 2016 01:31 |
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SHAOLIN FUCKFIEND posted:the Torch-class gunboat is glory in its purest form. And how.
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# ? Aug 13, 2016 01:53 |
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SHAOLIN FUCKFIEND posted:the Torch-class gunboat is glory in its purest form. I wish to god I could figure out a way to actually use that thing other than as a glorified firework. It's neat to fight against much like the buffalo II, but it's not a ship I can imagine ever fielding.
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# ? Aug 13, 2016 02:34 |
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Mordja posted:So the guy behind the Scy mod is redrawing all of his ships... I like the new designs. I always thought that Scy’s old æsthetic clashed with the base game and most mods.
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# ? Aug 13, 2016 03:25 |
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OwlFancier posted:I wish to god I could figure out a way to actually use that thing other than as a glorified firework. Instead of being a bowling ball it's a drive by machine. Put light machine guns in the sides and your favorite antiarmor or ion weapons in the end turrets. Put on heavy armor and armored weapon mounts to get almost 700 armor. Sadly, there aren't a lot of good finishers you can put in small ballistic turrets unless you want a missile or am blaster in the front one.
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# ? Aug 13, 2016 03:37 |
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I think last time I tried it I just found it far too susceptible to getting missiled to death in the first few seconds. Or getting owned by anything with decent speed HE rounds. I've just never been able to make an unshielded ship workable compared to literally any shielded design. I'll take a cerberus for storage space or a hound, but I won't take an completely unshielded combat ship because the first fleet with a mauler in it somewhere will shred you with ease, or it at best makes you extremely weak because you have to devote so much time to dodging. Being able to just eat some HE rounds on your shields is incredibly helpful for focusing down enemy shields. I've been running around with an II Praetorian for most of my current game, Telum Autocannon in the medium mount and a lux repeater in the small. Basically shreds anything from about 1000 units away though is vulnerable to Scythe frigates with their new AI and the new phase mechanics making them suicidal idiots that the game likes putting five of in every fleet, also lacks the raw firepower to take out cruisers by itself. Trying to pick up a Lynx-S at some point for mad sensor coverage and maybe kit it out as an artillery platform if I can find some medium projectile energy weapons with low flux use. OwlFancier fucked around with this message at 03:46 on Aug 13, 2016 |
# ? Aug 13, 2016 03:43 |
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You kinda just have to make peace with the fact that you're very likely to lose unshielded ships. I find the combat chatter mod helps me keep them alive, because they'll announce when they've taken hull damage so I can retreat them. Good thing Robberflies are stupidly cheap to replace.
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# ? Aug 13, 2016 03:49 |
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OwlFancier posted:I think last time I tried it I just found it far too susceptible to getting missiled to death in the first few seconds. Or getting owned by anything with decent speed HE rounds. You rely on pd weapons (low op cost, crazy dps but short range) and pile on the armor. The added benefit is that you can just turn a broadside on that missile wave and laugh your rear end off. It helps if you get a few missile slots to use for finishers (Enforcer and Lasher, neither of which actually want to use their shields ever) but you'll probably have to settle for an AM blaster and light assault gun with the torch. It's hard to make one that they ai will use well but you can make some hilariously effective flagships https://www.youtube.com/watch?v=Ztd0csvDyE4 dis astranagant fucked around with this message at 03:58 on Aug 13, 2016 |
# ? Aug 13, 2016 03:51 |
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# ? Apr 27, 2024 11:32 |
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I started to use that enforcer layout in the video. Life's tough as a giant chainsaw, especially when you're a 14th battle group chainsaw with heavy armour. *endless grinding of enemies intensifies*
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# ? Aug 22, 2016 09:38 |