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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 - FreonRu

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1
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 07, 2024, 06:33:46 AM »
A couple of small questions:

1 Why is the modification of the escort package focused only on improving the characteristics of destroyers?  Maybe do a gradation from larger to smaller ship?  If a capital ship is accompanied by cruisers, bonuses apply to them, if cruisers are accompanied by destroyers, then bonuses apply to them, and so on.  If a capital ship is accompanied by ships smaller than a cruiser, then the bonuses are doubled.  Now this hull modification encourages the use of only capital ships and destroyers for maximum effect.  This is true? 

2 Are there plans to introduce cruisers with compartments for fighters into the game?  A good example of a ship is the Odyssey - it is not a prominent representative of the aircraft carrier group, but can carry several fighters as support.  Are there plans to add a similar ship to the cruiser gradation?

2
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 02, 2024, 01:04:42 AM »
Alex, thank you and your team for updating the game, it is already beautiful, but there is no limit to perfection.  Good luck and creative success.  I can't wait for this update to come out.  Everything looks cool and interesting.  Although I started a new game... but with the new changes the game will look great. 

A couple of questions/suggestions:
1. The Druzak and Penelope systems were given to factions, this is sad.  Now the player does not have the legal opportunity to settle in the center of inhabited worlds, without a penalty to the accessibility of colonies.  Populating uninhabited planets in systems where there are already factions is dangerous and fraught with risks.  Populating systems far from the central worlds is very unprofitable in terms of profit and logistics. Please do not deprive the player of the only large enough star system in the center of the sector. Maybe a better quest would be to allow the player to populate a free system in the central worlds? So that it was deserved? 

2. I would really like to draw attention to the marines - they have very little use, they often take up space on the ship and require payment.  How about using them a little more?  For example, clearing abandoned ships - from hostile fauna / from ambushes (Luddics or pirates) / from defenders on artificial intelligence ships.  Or using foot soldiers to explore planets - let them protect scientists from possible dangers. 

3. Question about the "Cconverted hangar" skill - why do you need points to install it?  The player sacrifices the ship's carrying capacity, spends points on installing fighter jets, the hangar works worse than on aircraft carriers, and in addition the player spends more deployment points for this ship.  It's cruel.  Can the requirement for glasses be removed for installing this modification of the body? 

Thanks in advance for your answers

3
Blog Posts / Re: Skill Tweaks
« on: December 25, 2023, 01:14:01 AM »
Alex, good day.
Thank you very much for the amazing game, it has been bringing positive emotions for many years.

I know you don’t like answering questions like this - is there a chance that the update will be released before the New Year holidays?

Spending a few holiday days at the starsector is priceless.

4
Mods / Re: [0.96a] Random Assortment of Things
« on: October 09, 2023, 09:54:32 AM »

Good day.

In the abyss I found artifacts for the fleet (providing benefits for the entire fleet) - a great idea, thank you very much. Where can I see what “naval artifacts” affect the fleet? Is there some kind of list or additional window?

Thanks in advance for your answer

There should be a "Artifacts" intel in your intel window.

Thank you

I really like this modification

5
Mods / Re: [0.96a] Ashes of The Domain
« on: October 09, 2023, 09:37:43 AM »
Good day.

Any plans to make additional upgrades for the military base? For example, increasing the importance of combating threats to colonies? Or, for example, bases that are united into a network of military bases and repel enemies with coordinated forces? Or a military base that “takes into account” the combat operations of patrol fleets?

Thanks in advance for your answer

PS. The modification is amazing, thank you very much

6
Mods / Re: [0.96a] Random Assortment of Things
« on: October 09, 2023, 09:26:26 AM »
Good day.

In the abyss I found artifacts for the fleet (providing benefits for the entire fleet) - a great idea, thank you very much. Where can I see what “naval artifacts” affect the fleet? Is there some kind of list or additional window?

Thanks in advance for your answer

7
General Discussion / Hostile Activity
« on: October 04, 2023, 08:15:16 AM »
Good day. I apologize in advance for using Google Translate. Perhaps my question has already been discussed, but unfortunately I could not find a discussion - so I ask for help.

At the discussion "Threat to the Colonies".
1 Why is it that only the strongest military base of the largest colony (high command?) is considered to protect colonies in one system. Military bases in the world of the future do not know how to cooperate in order to give a coordinated rebuff to all enemies? Let the construction of a subsequent military base be more expensive or, for example, the increase in threat reduction will decrease.
2 Now is it necessary to disperse your colonies in order to evenly disperse the threat to the colonies? How to use artifacts of the domain era if, when using them, enemies immediately begin to besiege the player’s planets?
3 Why is the work of patrol fleets not taken into account? When patrol fleets destroy enemy fleets, the threat to the colony does not decrease (When the player destroys enemy ships or enemy stations that threaten colonies, then the threat decreases). Why? It would be logical if at the end of the month a message was received (addition to the financial report - “Your patrol fleets destroyed XXX enemy ships, the threat to the colonies has decreased (by XXX values).

Is there any modification that corrects this illogicality or a modification that adds an additional structure?

Thanks in advance for your answers

8
Mods / Re: [0.96a] Random Assortment of Things
« on: June 18, 2023, 01:05:29 PM »
Good evening.
I'm really looking forward to this update.
Good luck in creative success and new ideas.

9
Mods / Re: [0.96a] Terraforming and Station Construction (v8.3.4)
« on: June 09, 2023, 06:05:53 AM »
Just one question - is there a way to remove atmosphere from a planet? I see there are ways to make the atmosphere better (less toxic/dense/thin/extreme) but not to do away with it altogether.

No, TASC does not allow the player to remove beneficial conditions from a planet.

I will expand and supplement the question a little, I will give an example - a volcanic planet is not very favorable for habitation, but is rich in minerals.  There is a desire to build a smelting building in the same place where mining is done, but then the artifact for smelting will not work.  Is it possible to remove the atmosphere from planets not intended for human habitation?

10
Mods / Re: [0.96a] Ashes of The Domain
« on: June 09, 2023, 05:32:03 AM »
Special thanks for integration with TASC

11
Mods / Re: [0.96a] Ashes of The Domain
« on: June 09, 2023, 05:31:55 AM »
Thanks a lot for the modification.  I am very glad that you made it, it gives something that is very lacking.  A few questions:
1 When will it be displayed in the list of modifications? 
2 What else is in the plans for the development of the modification? 
3 Are new artifacts planned (for new industries and structures)? 
4 I don't want to be annoying, but the question is important - will there be support for Verston Checker and Lunalib (these are trite convenient and pleasant functions)?

Thank you for your answer

12
Mods / Re: [0.96a] Random Assortment of Things
« on: June 08, 2023, 02:24:31 AM »


Basically a Hyperspace-esque endurance dungeon. I know many people like to think of Beyond the Sector/Exiled space when they see it, but my plan is to actually have it be finite early-mid game content.

This will unfortunately end up replacing both the outpost and chiral systems, however much of their unique loot will get moved over to the new thing. I am mostly doing this as i always found both types of systems to be somewhat lacking, out of place, and just difficult to expand up on. I think this will be much less of an issue for me with the stuff i am working on.

Good day. Great news, looking forward to the update. But please think that this function is relevant not only at the beginning / middle of the game, but also at its end - this will add many pleasant journeys.

There is also a small suggestion - I have no idea how to implement it - these "dungeons" appear on the map in random places - the player receives a notification that a wormhole has appeared in the area of \u200b\u200bthe cluster (the name of the cluster) - the wormhole is not located there permanently, but only temporarily. If the player has time - gets into the "dungeon" - explores the dungeon and takes it to a random area of the sector. If the player did not have time to get into the "dungeon" - then the wormhole opens in another place.

I apologize for the chaotic text.

13
Mods / Re: [0.96a-RC10] Special Hullmod Upgrades v1.3c - Update!
« on: June 05, 2023, 11:06:48 AM »
Good day.
Thank you very much for updating the modification, it is simply necessary for my new passage.
There is a small question - is it planned to integrate with industrial evolution? A few artifacts are being added there, it will be very interesting to find out what effects they can give to ships. Thanks in advance for your reply.

14
Good day.  My message may not be read correctly due to the use of Google translator. 
There is no need to apologize.  Your mods are amazing, they bring a lot of content and add a huge amount of game hours.  Thank you so much.  I wish you to solve all your problems, have a very good rest and with fresh energy please the community that is looking forward to your work. Take care of yourself on the roads and may luck favor you.

15
Modding / Re: [0.96a] Hyper diving
« on: May 30, 2023, 02:27:35 AM »
Hello.
I'm very glad that your modification came out, I'm very glad that the Beyond the Sector receiver has appeared.
A few questions:
1 Are systems planned for research or are all randomized systems planned for battle?
2 Planned unique enemies and loot in randomized systems (available only in these systems and nowhere else)?
3 Is it planned to integrate with lunalib to "fine-tune" the modification?
4 Has the problem with the fact that being in a randomized system there are no messages from the habitable part of space been solved? (e.g. financial report, colony threat warnings, hegemony inspection warnings)
5 Are artifacts of the domain epoch planned to appear in these randomized systems?

Thanks in advance for your reply

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