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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 - ZeCaptain

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1
It was the "massive satbomb raid" event consisting of 9 fleets, and I watched them sit there for a solid minute on fast game speed orbiting the jump point with their status being "friendly", then the notification that "satbomb fleet has arrived", then they all go hostile and then the colony patrols start attacking them.

2
True, but it's annoying to see your colony patrols ignore the ever growing pile of taskforces until they say "Ok! we're ready! Now we are hostile and here to satbomb you!"
Thankfully this is a oneoff event.

3
Not a bug but probably significant enough to post here.
The colony event Diktat fuel raid satbombing event, the fleets aren't hostile until they've all gathered in the system, this seems to be unusual because it seems all other "hostile intent" expeditionary fleets and events are hostile upon spawning.

4
Remenant satbombing becomes borked and stuck if colony is abandoned during process, re-colonizing the planet doesn't change it.



Edit1: Nevermind it satbombed the re-colonized colony so not borked I guess?
Edit2: after loading another time, the fleet successfully fails at finding a target and it is over.

5
Surprised and excited, but confused as to why you didn't name this mod Touhou for all the Danmku when you made it lol

There's 2 touhou faction mods I know of already.

6
Catgirls!

7
Mods / Re: [0.96a] Ashes of The Domain
« on: August 25, 2023, 01:25:03 AM »
Well, that's not helpful. I have rebuilt the industry, reinstalled TASC and triple-checked needed resources. It doesn't work still. Kind of sucks that i am locked from majority of lategame structures, and there's no way to research a specific industry without researching them all with console commands, it seems.

You need TASC relics, not indevo relic ship parts.

8
Ideally if I improve the PatrolHQ/MilitaryBase/HighCommand and slap a cryoarthemtic into it on a very hot planet that it would improve it's ability to ward off threats, currently improving colony structures don't do anything outside of their listed improvements, aside from improving the spaceport and various industries makes expeditions over market shares happen more.

Improving patrol HQ could increase it's power by 25% (only adds one heavy patrol), and adding a cryo on hot would improve that by 25% or very hot by 100%
improving starbase and/or heavy batteries could reduce pather and/or pirate interest/threat (less ability to get though)

Improving commerce and/or putting a holomaker could generate additional trading bar missions and/or generate a potential trade contact, maybe a chance to hire a merc fleet to patrol system or take out pirate/pather threats for a high price.

Improving orbital works could increase quality slightly, having pristene nano maybe get pather/pirate/hostile raids that try to take it or destroy it at high threat level

Improved population could increase growth, reduce threat generation slighty, to represent increased population cohesion.

Currently using colony items aren't worth it unless for single industry planets as the increase to money generation and an increase of pather interest which will cancel out the worth of increase to money generation.

9
Mods / Re: [0.95.1a] [WIP] Ashes of The Domain of Man
« on: April 19, 2023, 08:29:02 PM »
Check your settings.json , probably you have eneabled Random_sector, as in vanilla play i only change vanilla planets of vanilla factions

You are right I am dumb.

10
Mods / Re: [0.95.1a] [WIP] Ashes of The Domain of Man
« on: April 19, 2023, 12:52:12 AM »
It seems like this mod or this mod and nexerlin are replacing some industries that shouldn't be replaced.
Edit: I am dumb.

That cleanroom probably shouldn't be there and seems to be replacing another industry that is unique to this location.

11
I don't know if you will have this fixed for the next version, but something yuri can crash the whole computer if it's done on the main menu.

273556 [Thread-3] INFO  data.scripts.everyframe.yrxp_moduleRetreatCleaner  - Clearing orphaned modules from deployed list for side PLAYER: 2

Yuri ship combat on the main menu blue screened my computer.

12
Neat! Will manufacturing bay hullmods have additional effects for carriers and missile ships?

13
Thanks for that, saves some people alot of confusion.

14
Mods / Re: [0.95.1a] Unofficial New Game Plus 1.6.4 (2022/3/4)
« on: April 05, 2022, 11:50:26 PM »
UNGP rule "ECM fog", seems to only benefit the enemy.

15
You can set hullmods to be non-inbuildable. You should stop by the unoffical starsector discord and ask questions.

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