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Starsector 0.95a is out! (03/26/21)

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Messages - megabot

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Mods / Re: [0.95a] Captain's Log 0.1.3 - Note-taking and Reminders
« on: April 01, 2021, 05:52:34 AM »
oooh this mod is pog! it even keeps track of all the old things you found

if I may ask though, could you remove the savageables from the fleet log? because it has it's own tab already. i like knowing where the derelict mothership is, but i want the fleet log to not be completely crowded to be honest. thank you anyways for making this, it's very useful

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Hope that helps!

it does, thank you!
industrial revolution mainly might interact with this mod trough letting you set up a shop that sells/stockpiles (rare) weapons for sale, a way to strenghten fleet defences of weaker planets in a system if there are stronger ones present(anywhere) and a way to make the colony raid other colonies (of your enemies) automatically to aquire resources and blueprints. I'm mainly asking due to the total conversion aspect and the fact that there even is a specific selection of mods to be "balanced"(as balanced as they are on their own) or compatible with

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also another thing, if disabling the total overhaul to make it compatible with nexerelin, what exactly gets disabled if I might ask? I don't really want to miss out on the features of this mod

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so I don't know if I've got smooth brain or need glasses but i seem to remember there having been a massive FAQ part before...but i cannot find it, so I am gonna try to comment in hopes of there not having been one: is this mod balanced with Industrial Evolution? if not, is there a plan to maybe make it?

also i hope i see replies if there will be some because i still don't know how to propperly use this site, i think

5
so umm, i know I'm jsut a person but may i ask a certain something for the possilby made terraforming? could you make it like, upkeep based? what i mean is terraforming and station construction as an example basically does it in a way that you terraform once, paying a massive cost in terms of terraforming points(time and money basically) and then can just remove everything, and it stays that way. but that is in no way how it would work realistically(idk if that is a liked word here or not) where you would basically need to constantly upkeep the solar shades, atmospheric generators etc. to make it liveable. i also assume that people would try to disrupt it and that that would have massive consequences because you are not sealing every building on the planet, so luddic path may be more dangerous(if you are planning on doing that btw), and you as a player might want to do it too. something like clearing out sulfur compounds however might be permanent, if there is no new pollution generating industry on the planet. so umm, that is just my tale on it, if i can add something to the developement, i guess

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so umm...using this mod and colonizing a planet in a system already controlled by a faction made them ***, and now they want to kill me. the fleets are fefeated with ease, having a tier 2 high tech station and me(plus a defensive fleet). thing is, their fleets who are friendly/neutral are moving around my planet and orbiting it... so my fleets don't attack them. if i do manually, they go to instant war with me. and if their bombing fleet arrives at my planet, then...well, they all support said fleet. and that is too much for me. so, would you mind changing that please?

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Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: December 29, 2020, 12:05:11 PM »
so umm...i don't know if its nexerilin, but if i build an outpost it pretty much instantly spawns heavy scavanger fleets in the system 40 light years away from civilisation

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Mods / Re: [0.9.1a] More HullMods 1.6.0
« on: December 24, 2020, 08:32:49 AM »
hey umm, not every mod is shown in the description. could you please add them?

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