Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - NanoMatter

Pages: [1]
1
General Discussion / A bit of a dilema
« on: June 15, 2017, 02:30:42 PM »
So I sustained burned my fleet in hyperspace, I ran out of fuel and I floated into a lifeless system. What do?

2
Suggestions / SANDBOX!!!
« on: March 31, 2014, 02:43:13 PM »
Last couple nights I thought why not have a sandbox thing. I saw the hegemony and tri-tach fighting straight for like a minute with constant reinforcements. 

3
Suggestions / Quests? Maybe not?
« on: March 28, 2014, 02:41:40 PM »
In the campaign its literally just grind and upgrade over and over again, its not boring but gets stale sometimes. Perhaps choosing a faction (and add more) to get certain quest. With rewards and everything.

4
Suggestions / Easter eggs!
« on: January 20, 2014, 04:30:53 PM »
I was randomly on the minecraft wiki when I saw "Easter Eggs" tabs randomly.

Starsector should have easter eggs.

Idea: A ship called the missingno-class that random flashes different ships.

5
General Discussion / What is what?
« on: January 10, 2014, 01:30:17 PM »
What is flux?


What are shields?/What are they made out of?


What is the propulsion?

6
Suggestions / Advanced Warp Capabilities?
« on: December 30, 2013, 06:55:42 PM »
I was watching Star Trek: Into Darkness and I saw this scene

http://www.youtube.com/watch?v=y8BYyBLsCUk

OK! Suggestions

1. Low-Tech ships & Some Mid-Line ships cannot battle in hyperspace.
2. High-Tech ships have Advanced Warp*
1. Most ships do not have such capabilities
2. To achieve advanced warp capabilities perhaps a hullmod, or a new mechanic that gives the ability to battle in warp*
3. Certain CR needed to actually battle in warp*. maybe 40%+ CR



1.During battle, no fighters are engaged and ships are 100%+ faster.
2.When a ship gets a flameout, its out of warp*
3.When a ship is out of warp its out of battle.
4.When a fleet is completely out of warp* It drifts toward the nearest Jump Point/Gravity well
5.If a fleet is at acceptable amount of CR, it regains the ability to not drift toward  a Jump Point/Gravity Well
6.Cannot retreat unless all ship remain in battle (no flame-outs)
.NO SHIELDS!
.




(* term for in hyperspace?)

Backround

7
Modding / Collision bounds problem?
« on: November 26, 2013, 05:39:17 PM »
I have a slight problem over here.

http://prntscr.com/26wc95

...

Can only be hit in the middle  :-[
http://prntscr.com/26wcdk

Im currently devoloping an essentials mod thing. Its like Vanilla Starsector with sprikles.

8
Modding / Weapon Modding?
« on: October 08, 2013, 04:32:22 PM »
This may be the dumbest question in the world but......................

How do you make a weapon?......


9
General Discussion / CR Removal Mods
« on: September 29, 2013, 02:04:12 PM »
Maybe a mod where the CR system is gone, but I probably got my hopes too high, its probably hardcoded

http://fractalsoftworks.com/forum/index.php?topic=6898.0

that what you want?

EZ mode. This might also be helpful. This sets all ships to use 1 supply/day and use 1CR to be fielded. It has the side effect of making all ships immune to harassment because they don't have much of a CR penalty now.

Starsector-core > data > hulls > ship_data.
Replace that file with this one and rename it to match "ship_data" again. If you have mods loaded, you'll want to also edit their ship_data files in each mod folder in a similar location "modfolder > data > hulls > ship_data"

Pages: [1]