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Messages - Cyber Von Cyberus

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151
Oof, I feel silly now. Anyways thanks a lot I couldn't remember the name.

152
Modding / (solved) Is there a mod that increases the size of the galaxy ?
« on: January 10, 2020, 04:21:40 AM »
Hello, so after installing many faction mods the galaxy started feeling a bit small, and with some mods adding their own special hostile systems I've had cases where only one of them spawns in the whole galaxy. I remember there were two mods which increased the size of the galaxy and another which increased the frequency of [REDACTED] systems but I can't seem to find them anymore, does someone have a link ? Otherwise if I could get some instructions on how to modify it myself I'd be thankful too.

153
Suggestions / Re: Heavy Armour manoeuvrability penalty
« on: January 09, 2020, 01:45:44 AM »
I agree, you don't usually put it in ships with light armour and it makes the ones you'd want to have extra armour unusable.

154
General Discussion / Re: Gauging Interest in Custom Starsector Portraits
« on: January 09, 2020, 12:57:52 AM »
That AI Bob Ross is fantastic, alas I'm broke so that's a no for me.

155
General Discussion / Re: A new player's first experience
« on: January 09, 2020, 12:56:12 AM »
Well yes, you can do your own exploration and colony building but many people reported that the procurement, bounty and other random missions that appear on the Intel screen won't appear as long as the tutorial is incomplete.

156
General Discussion / Re: A new player's first experience
« on: January 08, 2020, 02:37:05 AM »
Be careful with that exploit, you need to complete the tutorial in order for missions, bounties and all that other stuff to work and if Ancrya dies you basically softlocked the game and will have to start a new character

157
Suggestions / Re: why not add Building Blueprints
« on: January 05, 2020, 01:42:25 PM »
Most of what you've suggested is either redundant or useless.

What benefit is there to destroying the environment of a planet ? Why would you want to replace your population with drones ?

Basic industry like mining, light/heavy industry, farming requiring blueprints would be nonsensical, just hire engineers and architects who specialize in that domain, university exists for a reason, making a bloody farm is not on the same level as inventing a Paragon.

Fuel production and heavy Industry both already have synchotron cores and nanoforges to increase production.

The officer academy seems too expensive considering what little benefits it offers, simply sending officers to combat levels them up faster.

The communication array replacing the station isn't something I'd ever use, the station itself already gives a stability bonus and defends the colony.

The orbital agriculture for planets that don't have farmland could be a decent idea although getting food from imports is more efficient, unless it doesn't take an industry slot.

Random disasters sound like a pain to deal with, aren't pirates and expeditions enough already ?

158
Suggestions / Re: Balancing fighter swarms with out nerfing fighters
« on: January 05, 2020, 01:25:01 PM »
I wonder, what do you all think of giving them limited ammo ? It would reduce their staying power as they need to return to the carrier to rearm but they would still keep their alpha strike potential. Of course they should have enough ammo to at the very minimum engage a target for 20 seconds.

159
General Discussion / Re: Soloing the Remnant Battlestation
« on: January 03, 2020, 11:11:10 PM »
Destroying a few pirate frigates is already a challenge with the Excelsior.

160
Suggestions / Re: Nerf Doom mines insta-kill-ability
« on: December 28, 2019, 09:32:40 AM »
I guess a lot of people here have already given plenty of good arguments against the op but well, I'll add mine too.

The Doom's mines are indeed instant death to a frigate altough it's no different than being hit by a reaper, if you fly recklessly with shields off at full speed they can both hit you while you're unaware, at the start of every fight you get a full list of all enemy ships so if you get within range of a Doom without knowing it's your own fault, especially since you're warned by the HUD about ships approaching you offscreen. Likewise a fighter swarm can easily eliminate your frigate while you're busy flanking a capital and surrounded by enemies, and unlike the Doom carriers can do it from offscreen. In other words as soon as a Doom is visible on the screen you know that it is within range and you must stop going at full speed.

As for space station's mines then simply use your larger ships to provide cover while getting closer, rushing in alone will get you killed anyways either from the mines or simply having all of the station's firepower focused on you..

161
Modding / Re: [0.9.1a] Ill-Advised Modifications 1.6
« on: December 24, 2019, 11:55:54 PM »
I'm not certain what this adds to be honest

162
Lore, Fan Media & Fiction / Re: The Kadur Remnant -- god rest the theocrats
« on: December 21, 2019, 10:13:24 PM »
Oh ? Is this a teaser for a new update ?

163
Lore, Fan Media & Fiction / Re: The Kadur Remnant -- god rest the theocrats
« on: December 17, 2019, 02:25:06 AM »
Really well made, the Kadurs are honestly one of my favourite factions even if I didn't get to play much as part of them (Kadur start is hellish when there is Hegemony detachments/pirates chasing you nonstop, although that ridiculous Caliph is amazing for ramming)

164
General Discussion / Re: ship transfer across saves
« on: December 03, 2019, 10:51:34 AM »
One command that could help you is 'forcemarketupdate' which immediately restocks and changes the wares available on all markets that way you can buy the weapons you need quicker

165
I like the idea of a [REDACTED] start option, although I think we wouldn't see such thing as part of an official update for a long time. But I'd love to see a mod that gives this option in the meantime.

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