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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 - hollow

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1
Mods / Re: [0.96a] Nexerelin v0.11.0 "Dark Tower" (update 2023-05-28)
« on: June 10, 2023, 08:21:56 AM »
yo quick question, can you edit stuff related to the ground invasions like squad size or increase movement points?

It's a bit cheesy I know but I like the idea of deploying 10,000 marines all at once to wreck enemy defenses and wanna see if it's possible to do so

2
Mods / Re: [0.95.1a] Realistic Combat 1.22.5
« on: November 08, 2022, 10:02:00 AM »
I heard of the mod just a few days ago and I'm blown away with it and how much it changes the game, but in all honesty, I'm very confused about how it works and how to effectively fight with ships since it changes so much and most my fights feel a bit random with big ships getting blown with an instance but my wolf somehow staying alive till the end of the fight and kills a dominator with a sabot missile.

so if someone understands how this mod works I'll be very thankful.

Happy to help!  Please tell me your questions in more detail.
sorry I took some time to reply, I had a couple of tests that I forgot about  :P

my main point of confusion is armor penetration and how it works, I have a few frigates with a couple of light assault guns surrounding a dominator and firing at it constantly but nothing happens to the armor of the dominator, the armor doesn't seem to be stripping off or some shots penetrating into the hull to do some damage hull damage, but I send a destroyer with a hypervelocity cannon and it shoots right through the armor which is a bit bizarre since its a kinetic weapon and it ain't supposed to get through the armor, and some times when a shoot of high explosive shells and it penetrates and does damage sometimes the armor stays fairly intact like it's not been damaged.

I wasn't an expert on how armor worked in general so if you could clear this up for ill be very thankful.

3
Mods / Re: [0.95.1a] Realistic Combat 1.22.5
« on: November 06, 2022, 05:31:55 AM »
I heard of the mod just a few days ago and I'm blown away with it and how much it changes the game, but in all honesty, I'm very confused about how it works and how to effectively fight with ships since it changes so much and most my fights feel a bit random with big ships getting blown with an instance but my wolf somehow staying alive till the end of the fight and kills a dominator with a sabot missile.

so if someone understands how this mod works I'll be very thankful.

4
Oh and I just noticed that this mod reduces the deal maker bonus from 50% to 25%, is there a way to increase or change this number?

5
yea I know you need to find those empty forge templates but when I but them inside the industry they do nothing

6
Im kinda confused on how to use the hullforge and what it does

7
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: July 19, 2021, 06:13:18 AM »
hi there!

just wanted to ask what happened to the skyhook industry as I quite liked its effect on my colony by making it high gravity useful trait rather than a bad thing

8
Hi there!
I was just wondering If there is a setting to increase the size of the markets I can purchase from the factions I am commissioned by.

9
hello there!
can I change the size of markets I can purchase from 4 to 7??

10
Hi there!
I noticed that the astral carrier doesn't use its recall ability when piloted by an ai.
its not a big problem but I just thought I might as well point it out.

11
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: February 24, 2021, 10:50:24 AM »
I did read the mod faq but im still surprised that my size 7 colony produces only 3 raid fleets

12
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: February 24, 2021, 06:09:44 AM »
Can I increase the size of the raid fleet in the settings?

They only send 2 fleets to raid a place like sindria and they get rekt every time
and I have put an alpha core in it to increase the size of the fleets but it only sends 3 fleets instead which barely make a diffrecne

13
General Discussion / how moddable is starsector?
« on: January 31, 2021, 12:35:41 PM »
I really love this game and the amazing mod community it has.

But I feel that there is a sort of formula that new mods go under.

Most new mods are faction mods wich is neat but Im more intrested in mods that change how the game works like ind evolution or boggled terraforming and the likes. Also archean order, I really love archean order because I fell like im playing a new game with diffrent metas and stuff to do

So incase I get into modding I wonder If I can make a completly diffrent core world layout or heavily change certain features like faction intaraction(aka nex but different) or add new quest types and stuff like passenger transport or officar capture and so on

So just how moddable is this game?

14
emergency burn

15
can this mod give the ability to use e burn for remnent ships??

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