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News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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 1 
 on: Today at 05:04:34 PM 
Started by Phoenix - Last post by Starareo
If I wanted to make the Pharmakon mods available from regular exploration and usable, how would I do that?

 2 
 on: Today at 04:33:50 PM 
Started by creature - Last post by Valikdu
I've decided to start a new game, with the Scorched Lilly. It's quite satifying to watch it take apart pirate squadrons.

Although, burning wrecks of Shrikes that attempt to close the distance and eat a shell head-on are a serious ramming hazard ;D

 3 
 on: Today at 04:33:43 PM 
Started by Wispborne - Last post by Wispborne
Minor bug. Active gates don't have icons on the Intel map, it just shows as a white circle.

Thanks for reporting. On vacation right now, I'll look into it soon after the new year!

 4 
 on: Today at 04:19:40 PM 
Started by Cycerin - Last post by BringerofBabies
I think it would be really nice to have a prominent thread where users discussed mod balance as there are so many mods that it really makes it quite a chore to personally test mods to find which ones are balanced and which are not.

I suppose it would also be a way for modders to find feedback on their mod (albeit inconveniently since it's not in their mod thread)

I've thought about making such a thread myself but my attention span is a little spotty and I also don't know if it's even a good idea.

If it were focused on discussing balance of existing mods, I'd be wary of a thread like that becoming either accusatory or whiny (in the eyes of mod authors, at least). Instead, I'd suggest making a (quickly sprawling) thread about how anything and everything in vanilla is balanced, so that it can be a repository of information against which all mod authors can see balance targets in similar ships/fighters/weapons, as well as what works and doesn't work in terms of balancing particular types of things. Additionally, make it clear that mod authors are welcome to jump in with "I'm thinking of doing this - is there anything that I am missing that would make it OP/weak/not suited for the intended role?"
Of course, the major problem with a thread like that (beyond getting as many people involved/invested as possible) would be organizing the info and making it available - at some point you'd probably have to make the first post (or several, if post length is an issue) purely a table of contents for important topic summaries.

 5 
 on: Today at 04:15:08 PM 
Started by scarface - Last post by Yuh
Absolutely love the mod and the work you done so far. I am curious on the next possible release date for an update on this mod.

Also regarding the Ragnarok, I have done multiple different loadouts trying to weaponize it into a formidable ship but it always fall short as it has way too many guns and fighter slots that the amount of OP it has currently can support. The flux dissipation is also quite awful on the ship which makes sense as it is a Luddic Path ship but having dozens of guns on it makes it build up flux like crazy. Although I think the underperformance of the ship fits the faction, its 200 deployment cost is quite too much as 3 paragons will eat through this thing like nothing or really any competent fleet (Especially with anti armor guns) with some PD defense to destroy its missile barrage makes the Ragnarok a giant hunk of *** floating in space as its too slow to move and overloads quickly when trying to actually trying to apply pressure. So far this ship's only strength is to act like a battering ram against battle stations.

I greatly appreciate this mod as I love the idea of dreadnaughts but balancing is a pain in the ass.

 

 6 
 on: Today at 04:07:28 PM 
Started by Nick XR - Last post by Se7ventySix

3. Edit your save file (I'm a vscode fan)


What plugins do you use in VSCode for coding in Java?  I love VSCode but use IntelliJ for Java because it seems to be much better for.. well .. Java!!

Thanks for another great mod!

 7 
 on: Today at 03:20:36 PM 
Started by xucthclu - Last post by Alex
Yep, gotcha. To clarify: what it's caused by actually depends on what spawned the pirate fleet, since that needs to set some flags to make it not cause a reputation penalty. I've fixed the code for this in vanilla (since it wasn't doing that), but other code could still spawn a pirate fleet that's hostile and would cause instant hostilities when fought.

 8 
 on: Today at 03:18:06 PM 
Started by Ed - Last post by Ed
Update is up, yes it is save compatible

Added Dalmatian Phase Superfreighter
Added Bernese Construction Cruiser
Increased all Ricochet and Scatter gun weapons range to 750 from 600
Nerfed Magna Blaster range to 1000 from 1200
Nerfed Magna Blaster EMP to 4000 from 4500
Increased the Pug operational range to 900 from 600
Detonator Drones will now cancel the self-destruct if friendly ships are too close
Added the Grapeshot Cannon family (Ballistic)
Lowered the Spread of all Shield Breaker weapons slightly
Lowered Collie OP to 55 from 64
Made most BPs less rare
Doppelswap AI should take friendly projectiles into consideration now
Removed Increased Maintenance from Shiba, but also removed Built-in Auxiliary Thrusters
Increased the Shiba DP to 10 from 9
Doppel ships now have zero signature similar to Phase ships


 9 
 on: Today at 03:10:25 PM 
Started by Dark.Revenant - Last post by Rafs
Which mod are the Uranium and Crown class ships from?

Uranium if I am not mistaken is form Lonestate Union, the Crown doesn't ring a bell to me.

 10 
 on: Today at 02:52:11 PM 
Started by Besharia - Last post by Thaago
Agreed, autopulse is much better vs shields because of the efficiency. If you have the slots to overcome its low sustained DPS and get up to your flux limit, its very good against lighter armored ships - quad paragon and quint radiant autopulse variants are pretty good and absolutely murder against non-bricks. I wouldn't use it on an Apogee though as its slot limited.

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