Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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



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]