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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - Troika

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1
Modding / Dear modders, re: faction specific hullmods
« on: March 18, 2024, 08:37:18 PM »
These things clog up the hullmod menu something fierce. If you aren't going to let people use them (or only make them useful on your OC don't steal faction), either let us use them, or hide them unless the player actually owns a relevant ship.

2
Suggestions / Please add an "open mod directory" button to the launcher
« on: October 13, 2020, 02:14:12 PM »
Saves a little time when messing with mods.

3
Not sure if this is a Windows thing or a Starsector thing, but I'm inclined to think the latter cause most other games don't have this problem.

Basically sometimes my bluetooth headphones get disconnected during a game. Upon reconnection, the game will no longer play sound or music unless I close and reopen it.

4
The trade convoy uses Sustained Burn... and ships with Sustained Burn on are automatically repelled from a star's corona. RIP.

5
I mean, clearly they can do it. Heck, even beta cores can clearly do it.

6
Suggestions / Can we get a way to load an external AI script for a ship?
« on: February 15, 2019, 09:25:24 AM »
Some player mods (most noteably Kadur and Arkgenesis) are designed around a certain playstyle that the default AI doesn't really support, and it would be good to be able to load custom AI for that kind of thing.

7
Seriously, having ANY industry be disrupted for longer than it takes to build a completely new one makes little logical sense. You can't even tear them down and build a new one because the new one inherits the disruption.

8
Right now? Pirates today, pirates tomorrow, and pirates thursday. But factions don't just dislike pirates, some of them dislike each other too.

On a related note, if you completely eliminate a fleet in a system without a comm relay, there shouldn't be any rep loss-- because after all, no one saw you do it and lived to tell about it.

9
The folks on discord tell me this is probably a small thing in procgen, if it helps any.

10
Suggestions / System Defense Boats/Monitors?
« on: November 26, 2018, 12:32:31 PM »
How about adding some (NPC only for obvious reasons) ships that basically operate in-system only? The basic idea is that a ship without hyperdrive and without as much fuel (since it won't be travelling to other stars) could use the saved weight and space for more combat oriented purposes, allowing them to theoretically be superior to full out starships of the same class. Seems like they might especially see use for places that can't easily produce or aquire FTL components, but still need to worry about being attacked, or for factions with a lot of territory, but not quite enough ships to cover all of it well.

11
Suggestions / I want to be able to send in the marines and capture stations
« on: November 25, 2018, 11:57:36 PM »
Not the defensive stations, but rather stuff like all the random pirate/pather stations that spawn. Also ports that exist purely as orbital stations.

I get that conquering a planet is beyond the logistics of just about any ingame faction but an orbital station is another matter entirely; the occupants can't exactly vanish into the underbrush like on a planet!

12
I'm not sure if this is a bug, but it is pretty funny.

13
Suggestions / Please make the name field accept more characters
« on: June 05, 2017, 01:43:31 PM »
There's not enough room to name my char Fresh Prince of Corvus :(

14
Again, this is another thing that would be pretty handy for mod authors, though the ship list for vanilla is slowly growing as well.

15
Suggestions / Add a lore tab to the codex
« on: May 16, 2017, 03:37:48 PM »
A lot of backstory stuff about the game is really only going to be found out about if you read all the blog posts. This might also be nice for mod authors to have to talk about their factions without cramming it into ship descs.

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