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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 370656 times)

Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1200 on: February 11, 2015, 07:28:31 pm »

'nother update has showed up. Some interesting changes to ballistics (though it appears to be optional for modded weapons, I think? Apparently you can still make ballistics which don't use the new stuff) and some missiles, a few other things. Mods that updated/are updating for the previous update are mostly working fine with this one as far as I've tested, except for Starsector+ (and the Knights Templar, since it requires that), which is broke. They don't have any of the ballistics changes though, unless they're updated to use them.
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Rez

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1201 on: February 11, 2015, 09:30:46 pm »

I'm not thrilled about the ballistic changes.  We'll see what they're like when I play them, but I never have run into problems with ammo on ballistics and the whole point of missiles is that you expend them to gain the advantage you need to finish a fight.

DLMG's did not need to be easier to fit.
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bobusdoleus

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1202 on: February 12, 2015, 03:56:33 pm »

This seems to be a bit of a catch-all thread, and I have me a question. Hope it doesn't derail anything.

So as of the latest updates, mod-wise, what are some salient differences between the two most popular large mods, Uomoz's Sector and Exerelin (and any other rather large ones I may not be aware of)? Yes, they have different ships, and I've read the feature lists, but in terms of actual play, what are some core differences? Is one worse at having a balanced endgame but has more crafting/nifty-modded features, perhaps, or significant differences in the overall feel of progression, that sort of thing.  (Also is Uomoz's mod still full of buggy anti-cheating measures? I lost a save due to having sold a ship for too many credits once, and bugger if I was going to grind all that experience again, so I had to switch mods.)
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Sonlirain

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1203 on: February 12, 2015, 04:43:07 pm »

Uomoz as far as i'm concerned is probably this games first "elitist asshole" so personally i steer clear of his mod/compilation.
Fixed a simple mistake he did once and instead of thanking or acknowledging it he said it was intentional and i'm just stupid, bad@starsector and edited his first post so that it no longer shows the feature he screwed up... so yeah nothing wrong with the supply fleets docking at the wrong station with my mercenary pay.
Mercs were apparently expected to buy their own pay from the people they work for.

That was pretty damn long ago tho before any economy was even present and all you could do was hunting for smaller fleets in your hound.

Anyway i'd go for Exerelin and if possible modify the tariffs to a more manageable level unless Exe balances around that "feature".
http://fractalsoftworks.com/forum/index.php?topic=8450.0
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bobusdoleus

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1204 on: February 12, 2015, 05:01:10 pm »

If I'm being honest that guy's demeanor is why I'm having this question in the first place; He seems to project too much 'personality' into his mod comp for my liking. For example, in the past, his anti-cheat measures honestly somewhat offended me - I'll be the judge of how much cheating I need to have fun, thank you. I've already ground 100000 XP in another save and don't feel like doing it again, but no, it's against his philosophy of how I should be having fun, so screw me I guess. The feature list looks more promising than the other mod, but well... I had misgivings, and so am asking. (It's also intentionally poorly documented, to maintain 'surprise,' which I find slightly condescending.)

That said, if it's truly the better mod, I'm not going to let personal misgivings stop me... It's not the guys job to cater to my tastes in presentation, after all.

Still, that's one vote for the other one, so, thanks! Though I kinda wish I had a proper comparison, all the same.
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Girlinhat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1205 on: February 12, 2015, 05:10:09 pm »

Honestly?  Anyone who tries to enforce anti-cheat into single player games probably isn't the type of person you want to deal with.  The rules has always been "You can cheat all you want, just don't brag about what you've produced with it."  Also this guy sounds like the same person who made BetterThanWolves for minecraft - who intentionally made their mod incompatible with all other mods.

Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1206 on: February 12, 2015, 05:13:11 pm »

Didn't betterthanwolves guy go the extra crazy step and make it incompatible with forge itself?
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Girlinhat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1207 on: February 12, 2015, 05:49:45 pm »

Didn't betterthanwolves guy go the extra crazy step and make it incompatible with forge itself?
Yep, she (as I recall the gender) also had a ton of elitist shit, like in the 'newest updates' videos included tiny little sounds at the end, and then bragged "Maybe if you paid more attention to the sounds at the end of every single episode you'd figure out what I was planning!" even though the sounds didn't come through normal audio levels and also no one cared...  BUT that's aside the point.  Sounds like this mod is similar, with too full of themselves and wants to dictate their game to extreme levels and determine how people play.

bobusdoleus

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1208 on: February 12, 2015, 06:24:16 pm »

Well, I mean, it's fun to rip on people and all, but the fact remains that this is one of the most popular giant mods as far as I can tell. Unless I'm wrong? I might be wrong, I'm going mostly by post-count on their official thread. Anyways, that makes it hard to discount on the sole account of vague notions about personality. Sometimes elitist people make some nifty stuff - the guy who made Braid was pretty pretentious as I recall, but, well, I still rather liked that game. I'm hoping to determine if something similar applies.

EDIT: It seems that a good number of mods, Exerelin included, as well as Exerelin-compatable faction mods, credit Uomoz as having helped and/or inspired them in some way. With like. Code examples.
« Last Edit: February 12, 2015, 06:45:07 pm by bobusdoleus »
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jocan2003

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1209 on: February 12, 2015, 07:51:40 pm »

Uomoz as far as i'm concerned is probably this games first "elitist asshole" so personally i steer clear of his mod/compilation.
Fixed a simple mistake he did once and instead of thanking or acknowledging it he said it was intentional and i'm just stupid, bad@starsector and edited his first post so that it no longer shows the feature he screwed up... so yeah nothing wrong with the supply fleets docking at the wrong station with my mercenary pay.
Mercs were apparently expected to buy their own pay from the people they work for.

That was pretty damn long ago tho before any economy was even present and all you could do was hunting for smaller fleets in your hound.

Anyway i'd go for Exerelin and if possible modify the tariffs to a more manageable level unless Exe balances around that "feature".
http://fractalsoftworks.com/forum/index.php?topic=8450.0
I tought excellerin wasnt updated to latest, well now the *before-latest* patch
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1210 on: February 12, 2015, 07:51:50 pm »

This is mostly besides the point anyway; Uomoz's isn't updated for .65.2a, and last I checked Exerelin is in a state of 'Most of the mod's functions is replaced by vanilla mechanics in one way or another except for station capturing, and Zaphide has little free time or idea on where to take the mod now'. Starsector+ is broken as well due to .65.2a changes, but Dark.Revenant already has that fixed according to recent posts, he's adding to it first before the next update.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

bobusdoleus

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1211 on: February 13, 2015, 12:32:32 am »

Ah. I have a really hard time reading their version numbers. It looked like they were up to date, and given that it's been a while it was plausible that they would be, but upon closer inspection they appear not to be. Sorry for wasting people's time. In my defense, 0.6.2a looks a LOT like 0.65.2a.
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Majestic7

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1212 on: February 13, 2015, 02:39:33 am »

While I don't mind ballistic changes that much - it stands to reason a starship could carry shitloads of projectiles - the unlimited missiles is kind of a bother. I'd rather prefer an option to carry extra reloads at the cost of extra volatility in hull hits, since the ship can carry only so many warheads safely. Before energy weapon builds were your preferred choice for long engagements compared to ballistic/missile ships, but now that distinction is gone. I can see several missile frigate builds now being quite excellent in hit n' run roles. Not to mention bombarding people from afar with long range missiles.

That being said, I'm mainly interested in the campaign and since the update didn't bring new content to that, I don't think I'll be playing much.
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Girlinhat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1213 on: February 13, 2015, 07:09:41 am »

Do things like torps also restock infinitely?

Blaze

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1214 on: February 13, 2015, 07:20:31 am »

The only missiles that restock are Salamanders, Hurricanes, and Pilums.

Salamanders take 20 seconds to reload but have infinite missiles, Pilums take 20 seconds to regen a single missile, and Hurricanes take 10.

Hurricanes were garbage to begin with for a large missile, so that's fine now. Pilums are only dangerous to anything without PD or in swarms (which the AI rarely exploits), and salamanders can only fire every 20 seconds so they don't just get wasted in the beginning of battle by AI. I personally think it's fine.
« Last Edit: February 13, 2015, 07:22:15 am by Blaze »
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