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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 - Troika

Pages: 1 2 3 [4] 5 6 ... 8
46
I probably shouldn't be able to turn a market over to the 9th Battlegroup.

47
Mods / Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: February 13, 2019, 02:31:22 AM »
Would it be possible to add wildcards for the addspecial command? So, for example, I could go "addspecial weapon_bp swp* and it'd add blueprints for every weapon with the prefix swp to my inventory.

48
Mods / Re: [0.9a] Vesperon Combine 1.1.2 - 24/01/19
« on: February 10, 2019, 10:23:13 PM »
Might be best to restrict them to always spawn at Prism Freeport, or at Independent military markets only.

49
I think the baked in unstable injector on the pirate Castella is probably not a good thing to put on something that's supposed to be a carrier, unless the intent is to limit it to overclocked fighters or some such.

50
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.

51
Mods / Re: [0.9a] Underworld 1.3.0b
« on: February 01, 2019, 03:24:27 PM »
Any chance of a Starlight capital ship sometime?

52
I'll take a hard pass on this suggestion. I like the flux system the way it is.

53
Mods / Re: [0.9a] Vesperon Combine 1.0.0 - 13/01/19
« on: January 16, 2019, 07:56:07 AM »
I like the idea of this mod a lot. It's a nice compromise for being able to grab BPs that you want to complete a collection instead of scouring the sector to mabye not even find the last few.

Also, Soren, in my case, this mod would win over DME if you added crashcode. The 0.9 versions of your mod have not been good and you've generally responded poorly to criticism about it.

54
Suggestions / Re: Reverse Engineering
« on: December 18, 2018, 03:24:48 AM »
Reverse engineering a tank or a plane that was made by hand in a factory is just a tad different than reverse engineering a spaceship that is so complex it needs a nanoforge (which no one knows how to build) to make.

55
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.

56
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« on: December 14, 2018, 09:58:45 PM »
This could use a BP package that contains some of the more advanced ships and weapons in addition to the basic one, as they rarely appear in research bases or ruins.

57
The folks on discord tell me this is probably a small thing in procgen, if it helps any.

58
Mods / Re: [0.9.0a] Diable Avionics 2.00 (2018/11/25)
« on: November 27, 2018, 11:37:37 AM »
Is there any chance of getting medium/large micro missile mounts? I would really like to be able to spew out huge clouds of them instantly.

59
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.

60
Mods / Re: [0.9.0a] Unknown Skies v0.30 (2018/11/17)
« on: November 26, 2018, 12:28:17 PM »
For some reason, an unusual number of habitable planets are alkalai planets.

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