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shooting your paragon before it even enters the battlefield.
>>
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>>1929803
I'm sorry, but my fleet is in a system-wide safe-space where your weapons can't reach me.
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>>1929896
My personal opinion is that David is mostly focused on the "main quest" and sidequests, and only remembers to flesh out the rest of the setting when something reminds him/the quests touch an aspect that hasn't received attention before.
>>
I like the HAG. I just like it.
>>
>>1929929
Given that the setting isn't his to begin with, this is likely the case, especially considering the entire mess with retcons and old lore left over from Ivaylo.
Speaking from personal experience, it's hard to keep track of things in your own settings, let alone someone else's. And then some smartass comes and asks "how does your story handle X" and you have no answer because you genuinely never thought about it. On the flip side, making shit up on the fly always makes for fun creative thinking exercises. Assuming you're any good at it, of course.
>>
Is there any actual point to setting your sector size to anything higher than 150%? I tried 200% because I thought it'd be cool, but every mission objective being 40+ly away fucking sucks.
>>
>>1929963
based hag-enjoyer
>>
>>1930090
If anything, there's a point where you should try to actively keep the game smaller to keep it fun. Too large a sector, too large a battle size, too many faction/weapon/ship mods eventually just bloat it to the point where it becomes a chore to play.
>>
Which ship packs are good?
>>
>>1930142
Tahlan
>>
>>1929963
HAGs are suprisingly calming to listen to. I did a beta rampart HAG spam run once. nice and relaxing.
>>
>>1929803
Update when?
>>
>>1929803
did the modding scene die with Matt?
UAF is ded
Turkler is ded (thankfully)
Kinda Strange is ded
RS hasnt been updated in 20~ years
Vtuber mods are ded
Ironshell is still ded
Noah is ded
ATOD is apporaching feature creep synonymous with dying
>>
>>1930495
Literally every single mod you listed is shit.
>>
>>1930496
sorry bro buckbreakers need bucks to break otherwise what is the point
>>
>>1930495
modding died because the game got stale and updates suck and broke mods everytime
>>
>>1930504
>and broke mods everytime
there hasn't been anything to fix since i want to say 0.95a. any mod that isn't updated is dead because the author is completely disinterested in the game
>>
i think there was once signature update, which is literally fixed by pressing i think it's alt-enter
>>
>>1930504
Was modding ever really alive then? I can count mods adding actual mechanics on one hand and those are still mostly alive. Everything else is just pet anime faction mods that honestly don’t matter. If you really want their ships just add them to some vanilla factions roster, like Iron Shell to the Hegemony.

>>1930015
I think keeping a “lore encyclopedia” to keep track of shit you arleady explained and or figured out and put in the background is standard practice. Just because David took over from someone else who didnt make one does not give him an excuse not to document what is arleady there and then work off it/retcon parts you don’t like.
>>
>salvage ziggy
>first negative starship legend trait it picks up by salvaging said battle zone gives it
> C U R S E D
fml
>>
>>1930142
That don't include factions?
>Torchships
>Underworld (just remember to disable the Cabal)
>SWP
>Missing Ships, Nagato a best
>>
>>1930142
Support Ships Pack
>>
>>1930142
big beans is pretty neat
>>
>>1930495
Modders won't stay on a single game forever. The fault is with Starsector's glacial updates. The game should have been finished by now
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>>1930702
>Modders won't stay on a single game forever
>>
Started playing Starsector again after a long break.
This new Second In Command mod is pretty cool.
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holy shit
I just directly went head-to-head with the persean blockade fleets and lived to tell the tale
these VRI ships are nuts, that blockade fleet with 3 Smods on every ship was nuts
that was one hell of a fight
>>
>>1930015
>old lore left over from Ivaylo.
tell me more about this anon
>>
>>1930879
Ivaylo is responsible for some of the more silly aspects of the lore that have been mostly retconned or soft-retconned, including people being unable to build basic tools because of the blueprint DRM
>>
>>1930881
>including people being unable to build basic tools because of the blueprint DRM
that was cool and make sense tho
>>
>>1929803
is uaf actually dead
>>
>>1930882
It would also mean pirates would effectively not be able to exist.
>>
The Dominator is the true low tech icon. The Onslaught is a false idol with energy weapons. Do not fall for its seduction.
>>
>>1930882
>it was cool
It really wasn't.
>>
>>1930889
the current '''pirates''' are more of suicidal lunatics than anything
>>
>>1930893
I still don't know how Alex got the behavior between pathers/pirates mixed up so badly
>>
>>1930895
Pathers are based tho, can say that as rorally non involved hegemony citizen
praise the Ludd
>>
Did you know
There apparently exists a Interfactional Dispute Council?
>What does it do anon? Is it like space UN?
Well dear anon, I wouldn't know! This seemingly cross-factional political entity which seems to be in some fashion, maybe, perhaps tasked with preventing another sector-wide war is pulled out of the Laicelle Habitat's Archon's ass for absolutely no fucking reason, ONCE, and never fucking mentioned again!
>>
>>1930881

Some stuff was cool, I liked the legion being a space penal battalion or whatever. But yeah its a mix overall
>>
>>1930879
it's all the good parts of the setting
>>
>>1930901
so a bunch of mediators that the factions pay lip service to and ignore completely when it suits them

how unrealistic
>>
Which version was the one where David took over again? So I can download it and examine the differences in the lore
>>1930882
It needeed toning down like 2 notches, from 10 to 8 but otherwise was a fun and unique idea
>>
>>1930915
It's completely realistic, just look at the UN
Problem is it's never fucking really expanded upon, clarified or even mentioned once so we can't really know
The archon saying specifically he doesn't expect anything to come of it MIGHT imply things usually or at least sometimes do come of these complaints, otherwise why specify? If nothing ever happened with the complaints it would be obvious
But then again it might be Archon being delusional about the whole institution which would add and align with his presentation as a guy firmly believing in the law as written.

My point is that both are equally valid and is just a pointless addition because it does not actually add anything which is like 50% of the setting at this point, mention, it sounds cool, never bring up again even when it might seemingly be appropriate and rely on modders and anons to make leaps of logic to compensate
>>
>>1930924
not every detail needs to be followed up on, and not every hook needs to be culled. don't you have a SW:EU wiki article to edit?
>>
>>1930926
It's fine to put in cool stuff to use once and forget, but not when it seemingly should be important in relation to other pieces of established lore is not.

>Hegemony is anal about AI
But does not care about a Alpha Core Radiant park around Chicomoztoc?
>Kazeron and gens Hannah having a pristine Nanoforge is a big fucking deal and gives them a lot of power in the league
You having 5 and 3x times the industrial output does not give you any power in the league, not even a bit of friction
>You are by all means independent once you found a colony and have your own faction
This interfactional dispute council never even gets brought up at any point despite you and your 15 disputes with other factions
>>
playing second in command, where do I get 3 s-mods per ship?
>>
>>1930882
I have to disagree, otherwise life in the sector would be almost impossible, instead of the logistical nightmare it already is.
>>1930904
The XIV Battlegroup?
>>1930939
Management (green) tree, third tier skill "Best of the Best". Four others are required before you can get it. I think the other one is much more useful.
>>
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>>1929803
Download Buckbreakers

NOW
https://files.catbox.moe/7gqvrk.7z
>>
>>1930949
is there a way to stop all this shit from appearing in random independent fleets?
>>
>>1930950
No
get fucked
>>
>>1930951
thank you daddy, glory to the indies
>>
>>1930953
just open ship_data.csv and remove the merc tags you fool

why do you fags still not know how to edit mods
its not even that hard
if you fuck it up just redownload it
>>
>>1930949
the name of this mod will never not be weird
its even weirder because you decided to double down and use this image as advertising

but then again, this is the thread that promoted the creation of RS
>>
>>1930954
if we weren't such smoothbrains then who would you be making this for?
we give you purpose, you are welcome <3
>>
>>1930954
People get intimidated by the first step since coding looks like arcane gibberish.
>>
>>1930975
literally no coding involved
>>
>>1930977
If I were a faction in starsector our fleets would just be hundreds of these
It's like how FPVs are popular now
>>
The Lore being a mess and not expanding shit in detail, just small catchphrases is horrible.

But that let me make Heggie Tales, so go play that. I had to look all over the DIALOGUE in the game to BARELY scrap shit out.

Go enjoy a questline with some Eventide Nobles that makes more sense than whatever the fuck Sang tried to do with the party at Eventide.
>>
>>1930142
The one you make yourself from stealing all the ships you like from other ship packs.
>>
>>1930495
SBR just got updated. Glad Turkler is gone though.
>>
>>1930629
Cabal it's based, fuck you
>>
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How would you implement trade and commodities at their real scale while still maintaining the player as a important player on the field who can actively shape the sector and the events on it?
>>
>>1931196
if you want to maintain memory efficiency with Java, you can't. Even before Nex really started going 4x it already had bloat.
>>
>>1931196
>trade at real scale
you dont, you remove basic commodities from the trade system because they are near worthless and only effect stability in foods case and instead move to ship and weapon parts. high value items that pirates/pathers/rival factions would actually go after also justifying the need for armed escorts.
>>
>>1930916
>It needeed toning down like 2 notches, from 10 to 8 but otherwise was a fun and unique idea
Hardly unique. Battletech stepped on that same same grimderp rake in the 80's (except less DRM and more general technological regression) and similarly had to dial it back when questions were raised as to how the hell can anyone afford to use a Battlemech in combat in a setting where they're completely irreplaceable.
There's plenty of near-magical Domain tech going around to create that feeling of a lost golden age without implying that the entire sector is made up of retards who spent 200 years without a single original thought between them.
>>1930933
>This interfactional dispute council never even gets brought up at any point despite you and your 15 disputes with other factions
The game has barely begun to touch upon the implications of you upsetting the status quo and acknowledging it. Colony crises are a good start, the new interactions with Daud and that Kazeron twit are fun. I'd be willing to bet my anus more will come when Alex finally continues the Galatia storyline since there's an unsubtle implication that you'll have to make use of a hypershunt.
>>
>>1931199
People that never coded anything in their lives are about to disagree with you. :^)
>>
>>1930821
I can start the game with my waifu as an officer. it is the best bost ever made.
>>
combat alarm sounds works for .97, didn't know that
this rocks
>>
>>1931345
Several out-of-date mods work with just a version check. Among them Portrait Changer, Stellar Networks, QoL Pack, Logistics Notifications, Hostile Intercept (and Autopause), Combat Radar, Autosave, Trailer Moments, etc.
>>
>>1931410
what the fuck
I've been missing out so much holy shit
>>
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>>1931428
You can do the changes manually on the mods' mod_info.JSON files.
Most mods which do not affect preexisting in-game entities or depend on removed features will work with just a version check. This goes from simple portrait/flag mods, to some code mods which are mostly independant from vanilla content. I think as a rule mods tagged as 'Utility mods' should always work.


Right now I'm testing the TriOS function that allows you to change the mod's version using the manager while still remembering the original game version that version of the mod was made for.
>>
>>1931436
>>1931428
>>1931410
also works for quite a few faction mods, since most of them don't affect the game enough to have problems with updates.
>>
>>1929978
The problem is that it's a ship that nobody else in the sector possesses.
>Tri-Tach can't use AI ships anymore
>tech-mining fleets never use AI ships
>even the absolute richest merc companies, which would have an interest in the best battleship in the sector, don't try to get their hands on one
Whether for legal, logistical, or sheer knowledge reasons, nobody salvages Radiants to put them in their fleet - so if you do it, you're the only motherfucker in the sector to do it. Instantly recognisable.
>>
Got a PC again after about 10 months, what's the current state of Rapesector and the UC Gundam mod?
>>
It's funny how Second in Command is objectively better than the vanilla game's skill tree.
>>
>>1931748
really not that hard, the vanilla tree is complete garbage
>>
>>1931725
still rape-y not sure about Rapesector though
>>
kek, someone at Corvus took the time to remove the pets from Indevo but seriously it looks like Hartley is competing with Oskar to be the king of bloat
>>
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>>1931748
My only complaint is that these Skill officers don't charge salaries, and some don't even need you to pay for them in the first place.

Also the fact that they can't be injured or die in battle. At least I can enable that for ship Officers using Price-of-Command.
>>
>>1931870
But I can already disable pets in IndiEvo using the Lunalib menu? Is there a difference to it where not all content is removed from an ongoing game?
>>
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Got posted on the Discord:

https://gitlab.com/starsector/free_cam_2025/-/archive/0.0.2/free_cam_2025-0.0.2.zipg

>Adds a toggleable free camera mode for combat.
>Safe to add and remove
>Features:
>Most things are customizable with lunalib and the settings file
>Hold button or toggle control scheme
>Fog of war for free cam

>Changelog:
>0.0.2:
>Fixed Luna settings
added setting for fog pixel size
>>
>>1931725
>and the UC Gundam mod
I just downloaded the bootleg. Looks like there isn't any major issues with it.
>>
>>1931914
>But I can already disable pets in IndiEvo using the Lunalib menu?
This doesn't actually disable them, just disables most of them from spawning.
The entire mechanic is still fully active and you can still get at least one special pet.
>>
>>1931914
The last time I did it, despite being completely disabled, I kept occasionally finding those fucking pet centres instead of normal abandoned stations/orbitals.
>>
>>1931870
>Pets
>In fucking Starsector
I hate modders so much it's unreal.
>>
>>1931970
Think that got fixed.
>>
>>1931578
>Whether for legal, logistical, or sheer knowledge reasons, nobody salvages Radiants to put them in their fleet - so if you do it, you're the only motherfucker in the sector to do it. Instantly recognisable.
Never mind the Rads, they don't even bother with Domain era drones.
>>
>>1930495
After matt I learned about every other modder who includes malicious code and realized I don't want to come home after work and worry if my video games will destroy my pc or steal my bank account info, and its not just starsector modscene either. Matt taught me that not only my paranoia was justified but that i wasn't paranoid enough. Now I don't mod my games anymore and a lot of them become stale too fast but i still enjoy these threads and (You)r company.
>>
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>check new mod
>it's just another vanilla shitbased #6969696 with recolored weapons and another poser battlegroup
>doesn't even do anything different, not even a simple quest
into the trash it goes
>>
>>1930495
uaf just added the OP's picture how is it dead
>>
>>1930949
N E A T
>>
Whoever convinced Bultach's creator that GW would've sued him for making an Ork mod is a massive faggot.
>>
>>1932202
pretty sure there's another ork mod now
>>
>>1932202
It was the usual suspects.
>>
>>1932202
Doesn't matter, the author is a furry faggot anyway.
>>
>>1932184
wasnt that the AOTD guy who did that?
>>
>>1932210
Why are they so have against the british?
>>
>>1932202
>Whoever convinced Bultach's creator that GW would've sued him for making an Ork mod is a massive faggot.
The problem was Bultach was getting popular and the usual suspects were getting jealous. They basically said "we'll help you convert your mod so GW don't sue" and used it as a way to wrangle their way in, by the time Pogre wised up it was too late and they threatened to have the mod pulled from the forums unless he pulled all their 'assets'. The mans trapped with a mod that's turned to shit and no way to change it without their approval.

Not that the alternative is any better, no doubt they would have sent a fake C&D in GW's name if he had refused their 'help' - after-all, it wouldn't be the first time the discorders sent fake DCMA's because people didn't obey their whims...
>>
Does the "avoid" order also work as an "ignore" order if I put it on a shitty frigate? I don't want my main damage dealers to chase after random chucklefucks.
>>
>>1932326
You'd be better off putting an Engage or Eliminate order on what you actually want them to kill.
>>
>>1932326
Ships on Search and Destroy will always (?) chase the nearest target regardless of relative size, threat, speed, etc.
>>
>>1932326
They don't ignore the ships they run away from them as if they had 20+ ECM rating. So that frigate would wind up chasing everyone away. Outside of rally and eliminate orders, the other orders are unintuitive from their names.
>search and destroy = ignore your orders and carry on as normal
>defend = try to stay in this area, never changes their actual behaviours
>escort = hug your ship at the sides or behind and go in front of it when it is overloaded
>engage = forcing the AI to choose a target but behaves the same in all other ways
>>
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How would you retool Story Points to be more valuable and less cheaty?
>>
>>1932349
give out half as many on hard mode and add an endgame so they're a finite(ish) resource
>>
>>1929803
More overpowered cheats are the last thing I want from mods
>>
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>>1932357
Since they are "Story" points, what if you received every certain amount of time instead of certain XP growth, or during certain story beats?

Also, I'd add more threats you could use them in to make them more valuable/scarce.
>Officers can be Injured and die (Can save them using SP).
>YOU can be injured and even die (another SP)
>These sort of things can occur as random events in certain places (Random encounters in Pirate Ports, other locales of factions that hate you, during certain events).
>Storing SP is useful to prevent risks, but might lead to to take harsh decisions (let an Officer die to not lose your last SP).
>Ships more usually are destroyed and are harder to salvage without SP.

Dunno, Seems like they could be implemented much better while still being relevant, same as Skills.
>>
>>1932371
now you're turning it into a hassle
>>
>>1932349
I'd actually make them less valuable.
Most situations where you can use them, give a real, expensive option without them,
Salvaging a ship for example. You can get the ship with no story point but it comes with all D-mods, 0% hull and CR, maybe even requires a salvage ship or heavy machinery in your fleet.
Colony improvement? Sure, fork over 6 million credits.
Right now story points feel like "I'm going to do something impossible, because fuck you".
>>
>>1932374
>Right now story points feel like "I'm going to do something impossible, because fuck you".
well yeah. that's the point.
>>
>>1931748
I like it from the gameplay side, but I think it completely throws out the RPG part of the level system in favour of combat min-maxing of the piloted ship
Yeah the vanilla system isn't GREAT for RPG either, like the only direct acknowledgment of it in the game atm I think is the transverse jump ability. But at least it hooks into it a bit so your character seems like more than just another combat monkey that offloads every other skill to some guy who everyone can just hire at every bar.

Realistically there would be more to a legendary fleet captain who carved his own empire out in the sector apart from
>PILOT SHIP GOOD
The Vanilla system reflects that, but is bad at responding to it in-game
Second in Command ignores it completely, like I genuinely don't think it's any more fun than vanilla, it just gives some more variety during your 90th playthrough so you can make a weird fleet build you came up with fleet slightly better
>>
>>1932285
Honestly if you are retarded enough to fall for
>GW will surely sue over YOUR Ork mod in particular for an incredibly niche game while there is 9 gorillion other Ork mods for more popular games UNLESS we graciously help you
Then you fucking deserve it
Also there is nothing stopping him from flipping the table and just posting the mod somewhere else.
>>
>>1932374
>Right now story points feel like "I'm going to do something impossible, because fuck you".
True, although I'd still want them to be valuable. Probably just be needed to do more stuff overall.
Less 'impossible' stuff, and more 'stuff that advances the Starfarer's story' (since they're called Story Points).
I'd make them more valuable, but needed to do more basic stuff (like building or upgrading industries), while letting you do less impossible shit.

>>1932384
They wouldn't sue you, but they'd definetly send a C&D if they believed they could benefit from it somehow.
>>
>>1932386
I'll start worrying about a C&D for a free mod once it arrives at my physical real life adress
Otherwise I am filing it between messages from the Ugandan Prince who happens to be my relative that wants to send me 1M$ and the letters from Santa Claus
>>
>>1932386
>if they believed they could benefit from it somehow.
billable hours are always beneficial for the legal department
>>
>>1932371
Thats already a mod and its shit
your idea is just plain retarded in the first place
>>
>>1931748
It’s garbage bloat like all other mods. Vanilla is the way to go for Starsector.
>>
>>1932384
The modder cabal is the one who gets Starsector content taken down, they have done so many times before.
>>
>>1932202
Bultach author is a furry.
>>
>>1932285
>Furry
>Into 40k
>Modder

How did his ork OC look like?
>>
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Has anyone used Stinger Shipyards? haven't tested it yet because UAF it looks bloat...
>>
>>1932515
Shut the fuck up Turkler
>>
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>>1932515
Remember, Turkler scammed someone, lost half of his audience and rage quit.

He has been run out of Rimworld modding several times. He has been banned from a few starsector related communities.

The list goes on.
>>
>>1932515
>check it on nexusmods
>get jumpscared by futaporn
Do I REALLY want to install this onto my computer?
>>
is there a working blackrock bootleg?
>>
>>1932202
Games Workshop is full of assholes anyway, who are on par with Disney and Nintendo when it comes to DMCA claims and C&Ds. I don't blame the furry retard for falling for it.
>>
God, why there isn't a single mod that adds a faction on illegal space racers.
Operating on small scale in cooperation with few independents and some pirate systems, living in minor colonies and stations, modding and stripping ships (mostly wings, frigates and rarely destroyers) for maximum speed, acting as a grey-zone nuisance for major authorities by selling aftermarket parts and respeccing ships. Hosting in and inter system races in which you can participate by betting or racing. Mostly avoiding combat but having a lineup of heavily modified hit&run assault ships, sometimes doing mercenary work but mostly just sticking to doing what they love.
They could have special burn speed bonuses and movement mechanics like space drifting and shit, it would be so great.
>>
>>1932537
>caring about faggy modder drama
the mod isn't good though, which is enough of a reason not to use it
>>
>>1932556
you're replying to an obvious discord tourist
when all of you are going to learn that the only way to make them fuck off is to ignore them
>>
>>1932555
>what is takeshido
>>
>>1932515
Last time I tried it gave a crashes on startup, never bothered to give it another.
>>
>>1932589
It crashes with a bunch of other mods.
I don't think it's intentional crash code, dude's just a shit modder.
>>
>>1932515
it's eh
you're probably better off just ripping the ships you like out of the mod
>>
>>1932515
earlier on yeah. but now hes added so much shit I didn't bother updating for my current run.
so some of it is good but the rest???
>>
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>open support ships mod
>one actual support ship which is just another cargo/fuel mix ship
>all others are combat ships
>>
>>1932349
>less cheaty
They're inherently meant to be cheaty anon. Alex is taking them from ttrpgs, where they're designed to be a tool for players to use against what would otherwise be an unfair encounter. The problem is Alex can't decide if he wants them to be one and done boosts or permanent bonuses. The way to fix story points would be to focus on one or the other.
Although as an aside, Alex needs to fix fleeing early game.



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