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News: New blog post: Salvaging Mechanics Update (09/06/18); In-dev patch notes for Starsector 0.9a (06/01/18);Starsector 0.8.1a is out!
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1  Starsector / Mods / Re: [0.8.1a] Combat Chatter v1.9 (update 2018-09-08) on: September 08, 2018, 01:43:17 PM
Based Update.

I remember Universe At War, but at the time my old computer could not run it properly. Is it any good nowadays?

Haven't played UAW in a long time but was one of my favourite games.

Keeping on topic, I might get this latest Combat Chatter update. Of course, this also means passing on more of the characters made onto that one as well, and further expanding the inventory.
2  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: September 06, 2018, 03:10:16 AM
If clip size is unspecified, it defaults to 1, btw.

Let's say the clip size is 20. If ammo/second is .1, this means it takes 10 seconds for 1 ammo to regenerate. Since the clip size is 20, it would take 20 * 10 = 200 seconds per clip. A more reasonable ammo/second of 1 would mean a 20 second reload time per clip. Does that make sense?

That seems to make sense, thanks Alex!

Another question for those modders out there, though.

How does one make a high-profile projectile that smashes through ordnance and low-profile objects, allowing it to reach it's maximum distance without having all of it's damage go into a stray rocket?
3  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: September 03, 2018, 03:46:12 PM
Clip size question - How do you make the reload longer and adjust clip reload size?

The clip size-per reload isn't mandatory, but i'm really confused about the reload time for said clip. Does it have to be decimals?
4  Starsector / Mods / Re: [0.8.1a] Nexerelin v0.8.3g "Battle Stations!" (hotfix 2018-08-06) on: September 03, 2018, 02:50:02 PM
Arigato is a unique pirate hub, so likely has a tag that disallows invasions
5  Starsector / Modding / Re: [WIP] [0.8.1] TIC - Triton Invasion Coalition on: August 29, 2018, 11:54:56 AM
Well this was unexpected, I look forward to more news on this.

A pretty interesting color if I may say so myself too.
AFAIK, TIC (considering their name wise pattern) may be hostile to most of the sector?
6  Starsector / Mods / Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived on: August 21, 2018, 05:48:33 AM
Only if someone is willing to maintain and adapt the mod for each phase of Starsector.

Otherwise it's unwise to bother.
7  Starsector / Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.1 (23.03.2018) on: August 10, 2018, 08:42:53 AM
Hmm, the first one has a Scalaron Flux Core, meaning it's likely to have some ability related to it. It's also considerably bulkier than a Desdinova, and very squat, so it'd be moderately surprising if it's a fast attack ship, taking in note that I think I have spotted some manoeuvring thrusters.

The 2nd one is far more built to take damage it seems, from the looks of it. In fact, thinking about it now, this looks like a new Cruiser/Capital developed for defensive roles or to bolster fleets. The other thing to note are the lack of carrier ports, meaning these are dedicated combat ships.
8  Starsector / Mods / Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018) on: August 04, 2018, 07:44:29 AM
Oh hey that's pretty cool.

That's pretty damn cool.
9  Starsector / Mods / Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018) on: August 03, 2018, 01:11:28 PM
I have noticed this sneak preview, only because of the mention.

I do hope you come back to this mod and that last post could have the suggestion forgotten, considering the ship has those two engines at the side.

Coalition needs to return some time.
10  Starsector / Suggestions / Mod Ships/Weapons tagged on: July 31, 2018, 06:02:01 PM
So, I've been playing a lot of Starsector of late and noticed the mod ships/weapons/fighters aren't tagged as to what mod they come from.

It would be really handy to see a tag, even if small, to show what mod each item comes from.

This would mean i'd be able to see a mod's items without scrambling and searching through folders trying to figure out what mod something came from. This could also work in a different way, like hiding hidden codex ships so you can't see what mod said ship comes from.

Example; Say I wanted to hide a ship because it's a extremely special ship and you're only able to come across it once/twice.

But the tag would reveal what mod it came from.

This means there should also be an option to "hide" what mod it comes from, so only those truly dedicated to finding what mod it comes from would have to search for other ways to find the mod for said ship.

Sure you can keep track of what it is by monitoring your downloads, but...knowing what mod adds weapons and other gizmos would come in handy, even handier if you can hide what mod it came from, so you'd have to dedicate more time in finding it.
11  Starsector / Mods / Re: [0.8.1a] Sylphon RnD 0.7 on: July 21, 2018, 12:53:19 PM
In the file ship_data there is no crew in some ships !!! Correct!

That seems intended. Some of the ships are crewless ships, which rely on an AI Core to pilot them. Like Remnants, except Sylphon's are unique.
12  Starsector / Mods / Re: [0.8.1a] Sylphon RnD 0.6f-2 on: July 18, 2018, 06:06:00 AM
After 20 minutes of play, the game hangs on saving with your mod.

(please ignore the allocation part if you've already gone through the steps of modifying your Starsector, without need of replacing the jre folder) - 3 comments down

Are you playing on the "Iron" mode, which doesn't have the Save Copy feature?

That could be the cause, or something else entirely.

Save Copy, sadly, is the only mitigating feature that stops save hangs, unless the mod is directly affecting even Save Copy itself.

With a 6GB allocation (dependent on how much RAM is available at all times), this will allow saves to go through (no guarantees).
13  Starsector / Modding / Re: How often do markets change to show new ship availability? on: July 17, 2018, 11:11:59 PM
I found my market (on default setting) to change every 15th day for availability of ships.

Your one may change on every 7th/14th or 7/14 days. I dunno really.

Unsure of what setting dictates the market change.
14  Starsector / Mods / Re: [0.8.1a] Foundation Of Borken v0.2.3-RC1 on: July 16, 2018, 05:09:04 PM
Can someone please tell me how i supposed to join them?
I dont understand that Evolver part, when i accept that i dont get any new ship or anything, and fighting alongside them is also out of question because in that star system there are no enemies for them to fight (tried in several star systems, managed to get into system where they got one of two planets but luddic church did not have fleets already).

An that PMC? Didnt try that one (only about 2 hours in game - started as single frigate captain - independent)

Evolvers are gained with a Foundation Of Borken cargo ship (they produce them automatically per size) and taking Borken ships into battle.

Of course, you have to get said ships first.

As for joining the Foundation...Favorable or more and then you can trade with them.
15  Starsector / Mods / Re: [0.8.1a] Foundation Of Borken v0.2.3-RC1 on: June 26, 2018, 08:41:02 AM
Not if you use Save Transfer. []
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