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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 - PreConceptor

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1
Very minor thing but I must have cycled the Random Battle mission a hundred times or more and never seen a single Manticore. Kinda unfortunate since no other mission has one either so testing is much less convenient.

2
Modding / Re: [0.96a] Arulite Starworks v0.3
« on: January 18, 2024, 05:30:45 AM »
Hi, liking the new version. I noticed the new Arbalest Battery has an identical name to Mayasuran Navy's Arbalest Battery, maybe it could do with a slightly different name to differentiate them?

Also the Firefly Pod seems to be somewhat overpowered, there doesn't seem to be any reason not to use it over the Harpoon Pod (or any other comparable missile) since it has twice the ammo and significantly more damage.

3
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 01, 2024, 03:56:26 PM »
While I like the Hull Restoration CR change I'm also of the opinion that HR needs to be nerfed or otherwise changed to encourage skill build diversity. I'd wager about 80% of player builds involve immediately dumping 5 points in Industry. The free D-mod repairs are just too convenient, basically saving anyone who takes it tens of millions of credits no matter their situation.

4
Another thing, there seems to be a lot of mismatches between deployment point cost and supply cost. Convention is that DP and supply use should be the same unless there's a specific edge case reason.

Also the Lancet's right small universal mount arc seems to be slightly misaligned towards the rear on all variants, either that or the left one is misaligned forward on the regular and XIV variant. Not sure whether they're supposed to be aligned slightly backwards or directly perpendicular to the centre line.

edit: another minor thing but the Halon Interceptor Mk1 description mentions it replaced the Pata, but the Tekko Cannon description says it was replaced by the Halon. Since the Tekko is a PD weapon and the Pata isn't I'm assuming the Halon description is meant to say Tekko instead of Pata.

5
Mods / Re: [0.96a] Pirate Mini Mod
« on: September 17, 2023, 08:42:19 AM »
Any chance you can add an option to not put the pirate hullmod on all the P ships so consistency can be maintained while using other mods that add pirate ships?

Or perhaps an option where all ships in the Pirate tech type get the hullmod added dynamically?

6
A couple of minor things I noticed:

Ionos and Paramerion fuel/ly is 3, more in line with cruisers than the 8 or 10 or more of capitals (the HMI Ionos is currently 10)

Lucern launchers don't have the 'Launcher' part capitalized like all other weapons

Thats it. Cool mod, love the vanilla-style versions of the faction ships. Makes the additions feel more natural.


7
Modding / Re: [0.96a] Symbiotic Void Creatures 0.1.1-alpha
« on: September 13, 2023, 12:35:34 PM »
You just had to do it. You just HAD to make hyperspace demons real.

Wasn't the Collapse enough?

8
Mods / Re: [0.96a] Amazigh's Ship Foundry v0.12
« on: July 06, 2023, 04:33:56 PM »
I think the Termite might need a slightly longer refire delay. It seems quite easy to overwhelm ships without good PD, which is most ships. Maybe a slightly shorter range too but less sure on that.

9
Seems like a lot of ships in the mod have a mismatch between supplies/month and deployment points, seemingly for no reason. Is there a reason?

10
Mods / Re: [0.96a] Emergent Threats v0.1.0
« on: June 18, 2023, 04:28:24 PM »
I think the X-ray Pulse Laser could do with less efficiency

11
Modding / Re: [0.96a] Arulite Starworks v0.2b
« on: June 18, 2023, 02:17:55 PM »
Some balans feedback: Phalanx PDC has way too much dps, Rhino Cannon needs to cost more OP (24-28 range), Garuda DP probably needs to be more (45 maybe)

12
Modding / Suggestion for the Mod Index
« on: June 18, 2023, 07:22:41 AM »
It's difficult to tell when new mods are added or outdated mods are updated, especially with the Index as long as it is now. I'd like to suggest adding something to indicate when new mods are added or updated to the current game version, perhaps a big *NEW* between the version and mod name, that remains there for several weeks.

Maybe to make it easier for the curators of the Index so they don't have to keep track of how old every NEW mark is, they could all be removed at a set interval every 1 or 2 months?

13
Mods / Re: [0.96a] Emergent Threats v0.1.0
« on: June 18, 2023, 03:11:41 AM »
Really liking the look of this

Some initial thoughts: the Exhortation is pretty neat but Diktat almost never uses carriers so I don’t know how much of a presence it will have. Aside from that, looking forward to trying this out more fully

14
Any chance you could add an option so when market queries are filtered by number of d-mods it uses the selected number as a maximum? Like you select 3 and it shows anything with 3 or less d-mods rather than only ones with 3?

15
Mods / Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« on: June 08, 2023, 10:27:52 AM »
Yeah thats exactly what I did, still crashes.

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