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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 - FreedomFighter

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1
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.7)
« on: March 21, 2024, 03:18:46 AM »
I think there's a bug, Domed Cities has no effect on Perpetual Dust Storms from Unknown Skies.

EDIT: Also, is domain crafting disabled if you have Aotd installed? There's no craft options in the terraforming menu.

Dome has no effect on a condition that giving fixed defense value like that. Magnetic Core is another one that force defense to be locked at 3,000 no matter how much you trying to decrease/increase it.

2
God, I'm so sick of fandom wiki.

3
Mods / Re: [0.97a] Weapon Arcs 1.7.2
« on: March 19, 2024, 08:15:34 PM »
I'm I hallucinated or you can press "H" key once as a toggle then press group number instead of having to hold LAlt + Group number in one of the version before?

4
Look like you mistype the folder name as 1.1.b instead of 1.2.b but other than that everything are in order, even the mod version in the file is correct.

5
Mods / Re: [0.97a] Random Assortment of Things
« on: February 02, 2024, 10:16:54 PM »
The change to hull alteration is neat. I'm showering with the abyssal alteration but doesn't use them because they are one-time usage. Worse with Exo alteration because they never restock.

6
Mods / Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
« on: February 01, 2024, 10:03:02 AM »
Has anyone found a work-around for building the hypershunt rig from DiY Planets mod?  I have seen several people say that the dialogue option to build the hypershunt won't appear because of changes the IndEvo makes to star interactions.  Would it be possible to add the dialogue from DiY Planets to IndEvo to resolve the issue?

TASC let you build it through colony project if you want another way around.

7
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« on: February 01, 2024, 09:57:44 AM »
It make sense if you consider the 30 ships limit in vanilla so you have to make each slot worth.

8
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« on: January 31, 2024, 09:45:24 AM »
Should Baldric has less storage capacity than Colossus? I feel like it should be because in the current setup there is no point of using Colossus at all. It has more survivability thank to its burn drive system, 8 burn compare to 7, same maintenance and fuel drain, and omni shield instead of frontal. The only thing it lose to Colossus is the crew capacity but who care about that on a freighter?

9
Oh dang the marine lose all of their exp if put into detachment cargo. So sad.

*quietly typing addmarinexp

10
Why do you nerf maintenance buff from 45% to 25%? This is not acceptable. You call that balance? No, it's total destruction of late game.

Atlas with SMod Expanded Cargo exists do you know that? How are you having supplies problem anyway? Unless you are playing with stupid mods that added stupid ships with stupid maintenance cost then that is on you.

11
Mods / Re: [0.96a] Random Assortment of Things
« on: January 29, 2024, 12:57:26 PM »
Got a second one. Since you blocking the installation through learning it but it can still be substitute as the actual hull alteration item (as shown I have 3 of an actual one with a single modspec one but the alteration menu tell me I have 4), maybe change its description of it instead if you still can't block it from loot drop?

12
Mods / Re: [0.96a] Random Assortment of Things
« on: January 28, 2024, 08:13:41 AM »
I found a hull alteration as a hullmod item. Learn it doesn't do anything but it is usable as a hull alteration and will be consume in the process.

13
So I tried experimenting with Corporate Goverment and it seems this type is only viable for planets which can have +30 Population growth without the Hazard Pay. On less habitable planets as soon as the market reaches its maximum size the Hazard Pay gets turned off and the growth can become negative, the market will shrink in a couple of days, then it becomes a swinging pendulum of growth to 6 with Hazard Pay and shrinking to 5.

That happened? Mine stopped any grow/degrow on size 6 even with Corpo.

14
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: January 26, 2024, 08:05:51 AM »
@FreedomFighter: For what purpose?^^
If food can be imported you get the same effect minus the upkeep and construction costs for the hydroponics. Does it also take an industry slot?

Uses I see: Role playing, not enough access to import enough food (see also hostility and in faction import, ofc there are also disrupts and distance and hostile systems with a player colony), not enough food produced in the sector (which should be a rare case). From an economic pow the change imo would not make any sense. ??

E: Well, maybe it could help in a "hostile to everyone" and maybe a Nex derelict empire start... :(

It does take industry slot. Higher startup cost, and upkeep but in the end you get food output like you have +0 bonus with +1 per size. Can't soil nanite it iirc but the solar array still gives +2 to it. I say to have it remove local colony food demand instead so you can't use it for export but you can still get upkeep reduction from fulfilling in-faction demand.

15
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: January 25, 2024, 04:45:52 AM »
Hydroponic torn me because I like the idea of it but it also create an exportable resource which make finding arable planet pointless. I wish it only keep the food it produce to supply locally. No wonder it is off by default. Boggled, is it possible to make the Hydroponic remove food demand on the local colony instead?

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