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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Akogishi

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1
Suggestions / Re: sell unique items/blueprints to planetary admins
« on: May 19, 2021, 07:28:03 AM »
I wouldn't mind working on a mod to do this if someone could help guide me in the right direction. My modding skills are fairly limited. In the past I have added some ships for personal use and got those to work based on guides available. I have also modified xml files before to tweak the game.
Thank you in advance for any and all help.

2
Suggestions / sell unique items/blueprints to planetary admins
« on: May 13, 2021, 05:37:34 PM »
I addition to AI cores, has selling unique industry items and blueprints to planet admins been considered?

In addition to credits, I would like to earn some faction rep from selling these types of things to different factions.

Thanks.

3
General Discussion / Re: Thanks for this amazing game!
« on: December 21, 2020, 08:19:21 AM »
I would have to second this sentiment. Thank you Alex and Modders!


4
Hey everyone, BIG HUMUNGUS THANK YOU TO ALL OF THE MODDERS FOR THE WORK YOU ALL DO! Your work has truly elevated an already amazing game.

With that said, there are some items included in mods that I use that I don't really care for. I think I know the answer to what I am asking but would like to throw my question out there just in case for more knowledgeable people to confirm.

I was wondering if there was a way to delete/disable certain ships/weapons/avatars from faction mods without breaking the mod?

Could I just delete a line that makes the game spawn that particular ship or weapon? What line would I be looking for? Do I have to save the file as certain type or way after changes are made?

Also for the avatar pack that I use, there are some that I would rather not be included. Can I just copy an avatar that I like and change the name to be the same as the one that I am replacing?

I know this is my own OCD but just trying to make the best experience that I can.

Thanks in advance to all responses.

5
General Discussion / Re: December surprise
« on: December 04, 2020, 01:41:22 PM »
If there was a surprise, this thread probably just delayed it by at least another week.  ;)

6
Lore-wise who/where/what keeps track of factions/individuals credits?

I imagine there a neutral sub-faction that handles this for everyone in the Sector?

7
General Discussion / Re: money making guides?
« on: October 27, 2020, 11:44:47 AM »
Items do not respawn in the debris fields.

System bounties can also be profitable. A couple of ways they can be profitable; 1) salvaging battles fought by AI 2)or, you can clear out pirates raiding a system with a small fleet and quick engagements.

Also, sometimes two factions will have simultaneous system bounties in the same system. Even more profitable...

8
How do they restrict your size?

9
Another update...

Currently playing with Nex mod and two vanilla friendly faction mods. I have a commission with one of them. On and off conflict between our alliance and others etc. I can clear out pirate bases and LP bases for bounty. My commission faction built a colony in some system. I followed and there was a arid habitable planet with some basic resource. I started a colony on said planet. Picked low tech orbital station and mining industry. Will I owe money to the faction that I am commissioned with? Should I still get patrol HQ? I don't want to take the things away from my ally... Also, my commission faction is in an alliance with LC. Will LC attack my colony(s)?

10
Awesome! Looking forward to it when it is ready. Thanks again.

11
Hey MesoTronik, whatever happened to the Kuixiu and Hushi? Both looked pretty intriguing!

12
Thank you for the time and effort you have put into this mod.

13
So...
  • build larger fleet
  • find suitable planet
  • colonize
  • be prepared to wipeout everyone
Does anyone know if there are plans to add more depth to faction relations/mechanics?

Nex mod kinda adds depth to faction relations, correct? I'm not sure I am ready to jump into that hole just yet.

14
General Discussion / Re: Is there a guide on how to use the AI combat?
« on: September 30, 2020, 07:16:26 AM »
Wow, this is all really useful information. Thanks!

15
General Discussion / Re: ETA for next Release?
« on: September 30, 2020, 07:11:27 AM »
I had not played since the major colony update and just got back into it. Having a good time without any mods at the moment.

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