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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 - Bub

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1
This sounds great, I especially love the graviton beams changing the course of missiles, also ion beams as pd sound as a high risk, high reward deal

2
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 28, 2021, 12:19:25 PM »
Well there goes my idea for a ship pack lol, I had the same idea of swapping out shields on a low tech ship for dampening field and maybe having it regen a little bit of armor so you could be more aggressive on low tech

Really excited about the changes, the new tempest nuke system seems really fun, mixing it with an atlas mkII could make for some crazy firepower

3
Modding / Re: [0.95a] Another random SWP
« on: May 24, 2021, 09:27:14 AM »
Longtom needs a massive nerf. It has huge range, decent rof, effective against shields, armour and hull and it has an emp effect. Its also not expensive in terms of OP. It's basically an anti-everything gun. Needs drawbacks.

Huh is it really that strong? I've been using 4 of the HEs on the tirpitz, gonna swap them out for the long toms and see how they work out

4
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.1)
« on: May 18, 2021, 03:42:52 PM »
Hey Boggled, loving the 0.95 changes way more immersive and interesting

For the possible AI bonuses to the slings and the arrays I thought of something a bit weird but it'd be interesting

So arrays, could give a defense bonus on an alpha, lore wise you need the alpha's smarts to get the mirrors just right and melt through ships without damaging the array

For the slings and asteroids, they could give an accessibility bonus, you're already flinging asteroids and ice on very precise routes using magnets, why not also use them to move people around on special capsules

5
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: May 03, 2021, 08:56:18 AM »
They are in general a bit too good
??? Hand twitches toward the nerf bat.


Ohgodnonotthenerfbat

6
Hey Hartley, this is basically the same thing I pinged you about in the discord it's just in case you missed it and I developed the idea a bit more here

So for the industrial ruins you could make exploring them a bit more involved, since they hold some of the domain's most important tech they're probably very well guarded

So make the process of exploring those ruins sort of like a marine raid, you'd need x amounts of marines to guarantee success on exploring, and you could even make the whole thing an event where you can get rare forge templates, rare vpc's or other special rewards if the exploration goes according to plan and after the raid you get to know what the industrial ruins are and what they could be used for

Also this is just for my hoarding obsession but a building that'd let me automatically maintain a level of items (i.e. 10 of each large weapon or something like that) would be so great


7
Suggestions / Sorting by amount owned on the custom production screen
« on: February 27, 2021, 07:09:34 PM »
For the hoarders like me who like to keep a base stock of any weapon/fighter they can manufacture

Instead of going tooltip by tooltip checking the amount owned it'd be nice to be able to skip that and just check on the production screen how how many I own and sort by least owned to most owned.

8
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: February 07, 2021, 04:23:33 PM »
Hey, so I think I found a tiny visual bug with the interstellar relays, if I constantly swap out a beta and an alpha core from the high command in the system the fleet strength % keeps rising. The number stays the same until you reload the save and as far as I've been able to test it doesn't actually change the fleet size of a planet so nothing game breaking

9
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: February 06, 2021, 02:19:35 PM »
Alright tyvm! I'm guessing the higher the risk the better right

10
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: February 06, 2021, 11:45:15 AM »
Hey, so with the forge templates it says I should look for planets lost in the 2nd AI war, but I already looked at all the planets mentioned in the 2nd AI war and none of them have anything other than regular ruins, I even colonized them so see if that would do it.
So my question is where should I go looking for the right thing to use the templates? been getting a lot of them lately but can't figure out what to do with them

11
Mods / Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« on: June 07, 2020, 03:06:36 PM »
Hey I'm having troubles booting with the mod enabled, idk if it's having some interactions with another mod or what's going on; here's what the error log is showing

Code
35322 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ExceptionInInitializerError
java.lang.ExceptionInInitializerError
at exerelin.plugins.ExerelinModPlugin.onApplicationLoad(ExerelinModPlugin.java:313)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Faction diableavionics has invalid trait lowprofile
at exerelin.utilities.ExerelinFactionConfig.loadFactionConfig(ExerelinFactionConfig.java:290)
at exerelin.utilities.ExerelinFactionConfig.<init>(ExerelinFactionConfig.java:173)
at exerelin.utilities.ExerelinConfig.loadSettings(ExerelinConfig.java:272)
at exerelin.utilities.ExerelinConfig.<clinit>(ExerelinConfig.java:277)
... 6 more

I'm running the latest version (straight from nexus)

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