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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Topics - Crimson Sky Gaurdian

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Suggestions / Ships avoid overlapping collision radii
« on: July 03, 2020, 06:01:38 AM »
We've all seen it happen, an overeager ship flies in to attack a station, then immediately gets overloaded when one of the spinning arms whacks it because... the bridge didn't look right?

Or more rarely, but still too often, your ships decide to play dodgems with their shields in the middle (or even start) of combat.

Once again my planet is suffering. Why? Because two major cargo fleets just annihilated each other. They're at war with each other, but since they're both friendly with me, there trade ships turn up, wipe each other out, and disrupt my planet.

Suggestions / Engine trails Flare based on direction of movement
« on: November 04, 2019, 01:09:02 PM »
I have a ship with engines both front and back, and thus noticed that when going forward, all engines Flare, even those that logically shouldn't. Likewise, when going backwards all engines are dimmed.

Bug Reports & Support (modded) / Autofit bug with modular ships
« on: November 03, 2019, 12:59:05 PM »
Exhibit A, a ship with a module in the centre, freshly generated in accordance with a variant.

Exhibit B, the same ship, after the layout has been saved, and then reapplied by autofit.

As you can see, for some reason it decides to drop the Plasma Cannons as if it couldn't fit them.

Modding / Module won't turn off shields and FLux Shunt is buggy
« on: October 30, 2019, 12:54:38 PM »
Not sure if this is a bug, or user error:
The attached ship has a module that produces a shield, however it never turns that shield off (with or without the Shield_Always_On hullmod, which makes me think user error), even when it should (say to vent flux).
Further, the module's Hard Flux doesn't vent unless (it seems) something interacts with it. If nothing interacts with it, it'll happily sit there not venting any Hard Flux (may be connected to the shield never turning off?). However if you activate the Fortress Shield, the Flux Shunt seems to remember it exists and Hard Flux starts venting.

[attachment deleted by admin]

Modding / Repeated Industries
« on: October 26, 2019, 07:58:19 AM »
Ever thought "Man, I wish I could dedicate this planet to X!"?
Well now you can!

Repeated Industries lets you use multiple industry slots on a single industry, multiplying the costs and effects.
Valid Industries:
  • Farming
  • Fuel Production
  • Heavy Industry
  • Military
  • Mining
  • Refining
Please note that, as of writing this, it for some reason doesn't work on Farming and Mining. Source code has been included for anyone who'd like to try and help work out why.

[attachment deleted by admin]

If you sell a blueprint to a Pirate market, they won't learn it.
Instead you still have to sell it to the black market.

On a related note, selling to a pirate world's black market can cause a reputation loss, unlike any other black market.

The end result is if you want to sell blueprints to pirates your best bet is to go to any market bar a pirate's.

Modding / Kitbash Scrapbook
« on: October 14, 2019, 10:49:51 AM »
Here's a scrapbook of kitbashes I've made but have no (current) intention on using.
Feel free to use them as you wish.

"High Tech Cruiser:"

"REDACTED Cruiser:"

"Male/Female Astral Mirrors:"

"Twin Aurorua:"

"Dart-class Light Destroyer:"


Modding / Cruiser or Capital?
« on: October 14, 2019, 06:39:56 AM »
So I was kitbashing together a high tech tanker and this is the result:

(EDIT: Changed to a comparison picture, on the left is a Destroyer (which Cruisers are larger than), and on the right is a Capital.)

Now, my problem is I was aiming for a cruiser, which this seems to be bigger than by a head and wider too.
However it's also smaller than a capital ship, leaving it in this nebulous space.

Mods / [0.9.1a] Common Drops 1.1 - Cherry picking blueprints made easy
« on: October 08, 2019, 01:54:11 PM »
This is a simple mod that adds individual blueprints for all ships, weapons and fighters that are part of a blueprint package but don't have their own rare drop. Unlike the rare drops, however, these are much easier to acquire.
For when you really want your faction to only use specific ships, look to Common Drops.

1.1 - Decreased price of common blueprints.

[attachment deleted by admin]

Mods / [0.9.1a] Pirate Collection
« on: October 08, 2019, 01:49:49 PM »
This is just a small collection of ships designed to make the Pirate blueprint package more attractive, and give Pirates themselves some more options.

First up, the Pirate Ox, which trades hull integrity and armour for an in-built efficiency hullmod:

Then we have the Chimera Frigate, cobbled together from parts of other ships. It's fast and adaptable, but lacks any form of rearward defence:

Thirdly, we have the Monitor Mk.II, gutting the ship of its silly weapon mounts and most of its internals for its very own hanger bay:

And finally we have the big boy, the Citadel-class Light Battleship. Slow and clunky, this behemoth focuses on putting as much lead at the enemy as possible, from as far as possible:

[attachment deleted by admin]

Suggestions / Allow us to set what is legal in our territory
« on: October 07, 2019, 06:56:41 AM »
Currently all the other factions have their own list of illegal commodities.
The player, however, has no control over it. If they want to sell harvested organs or recreational drugs, their only option seems to be to turn on Free Port, which is/should be a separate thing.

Suggestions / List AI Inspections under Important
« on: October 07, 2019, 04:09:52 AM »
Not sure whether or not to put this in bugs.
AI Inspections are not listed in the Important intel tab, making them very easy to miss.

Modding / Guess the ship
« on: October 05, 2019, 01:42:45 PM »
This is just something I've been idly working on. It's still very early days, but I thought it'd be fun to see who can guess what it'll (hopefully) end up being:

General Discussion / Percentages Question
« on: September 26, 2019, 03:06:01 PM »
For this example we'll be using Defensive Systems 3's:
"10% hard flux dissipation while shields are active (piloted ship)"

I tired so wording this is hard, does this refer to 10% of the hard flux that has built up, or 10% of the maximum flux capacity?

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