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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - Midnight Kitsune

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Mods / Re: [0.8.1a] DynaSector 1.4.7
« on: August 17, 2019, 08:35:13 PM »
Dynasector is not updated for the latest version of Starsector.
To add on to this:
The number in brackets in the title, in the case the [0.8.1a], indicates the the version of the game that the mod is updated for.

Suggestions / Re: 'Replay last battle' in simulation
« on: August 17, 2019, 07:28:36 PM »
Sadly because the engine of SS isn't deterministic, you can't do replays in the game

Suggestions / Re: Some kind of a morale system for the fleet
« on: August 15, 2019, 10:06:25 PM »
CR is basically crew ready-ness and moral as it is.

Suggestions / Re: Weapon Upgrades
« on: August 13, 2019, 11:21:35 PM »
3.  Seriously, if you just want OP weapons, there are tons of mods here that offer that.  Download them and enjoy watching all of the challenge of the game evaporate.  This isn't Dark Souls; nobody will care if you've decided to play a mod and enjoy being a Space God.
Ok, I'll ask: WHAT mods do you consider to have OP weapons and or ships?

Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: August 13, 2019, 09:03:27 PM »
Did you turn off the help popups by any chance?

General Discussion / Re: online server?
« on: August 13, 2019, 08:23:37 PM »
Nope. This was started way before that kind of stuff was main stream. However, we do have events over in the Discord server, mainly Fleet building tournaments!

Bug Reports & Support / Re: Broken Save
« on: August 13, 2019, 01:57:38 PM »
Sounds like save corruption... You might try the back up in the saves folder. Recycle bin the old save (campaign and desriptor.xml) and remove the .bak from the other two

Good news, Alex is working on UI scaling:

Modding / Re: RAM usage
« on: August 13, 2019, 01:50:04 PM »
Do you by any chance play on a laptop? If so then SS might be using the integrated gfx card instead of the real one

Suggestions / Re: Plantissue
« on: August 13, 2019, 11:29:36 AM »
Problems? i dont see problems on being able to upgrade your weapons, it also adds another reason to get money, to make you small machine gun do a decent damage instead of just generating flux and doing miserable damage .
One of SS's strengths is that you can glance at a ship and weapon and, once you get to know them well enough, be able to decently gauge the threat. With ship weapon upgrades, all of that goes out the window.

Suggestions / Re: Add at least one more industry slot
« on: August 13, 2019, 10:40:02 AM »
You can add it yourself in the settings.json file located in "..Starsector\starsector-core\data\config" In there is a line call "maxIndustries" along with a string of 10 numbers separated by commas. These numbers are the the amount of industries you can have per population level. SO you would need to change the last 2 from 4,4 to 5,5

General Discussion / Re: Patrol HQ / Military base / High command
« on: August 13, 2019, 12:28:46 AM »
BTW, Military base is categorized as "Industry", but Patrol HQ and High Command are not. Is this intended?
PHQ is supposed to be a non Industry yes. And High Command is tagged as an industry in the data files so where are you seeing it as a non industry?

Roger, yah. You guys were right. Thought I had it turned off so I thought I'd throw it in. rip.
Did you play the benchmark mission? If so then that was what turn dev mode on

Oh yeah by the way, should i report this to the mod maker?
You can try but good luck getting him to actually do anything to fix it...
If you want to get back to where you were relatively quick, you can use the console commands mod to give yourself XP, levels, credits and ships until you get back to where you were

Suggestions / Re: Weapon Upgrades
« on: August 12, 2019, 11:46:50 PM »
There are already many weapons that can serve as upgrades from other weapons, even if not direct, and they are separate, visible to the player weapons you can play around. Certain weapons doing more damage than others just because is not a good idea. In addition, guns are laughably cheap. Making them a little bit more expensive wouldn't stop everyone from upgrading them immediately. Sometimes less is more.
Not just that but we also practically print money with colonies so a credit cost is a no go.

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