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Starsector 0.98a is out! (03/27/25)

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Messages - Shinr

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1
Mods / Re: [0.98a] Emergent Threats/IX Revival v1.0.5
« on: May 02, 2025, 11:16:26 PM »
suggestion: since Emergent Threat boosts the sindrian diktat and the remnants at the same time...... wouldn't it be interesting to combine the two aspects of the mod together, and create...... remnant (LG) ships?
like for example, Radiant(LG) that trades the teleporting for High Energy Focus and more speed, or fulgent(LG) that pushes the power of HEF and the energy bolt thing up to eleven

Unless I missing something, Andrada's official reason for all the mess he caused is because the Hegemony sucked and his own Diktat would prevail where they failed, including enforcing the anti-AI policies.

And even unofficially, they rather not makes themselves a bigger pariah than they already are.

Also, adding those would mean overlap with one of the IX gimmicks.

2
Not familiar with that one.

The Luddic Enhancement mod by King Alfonso, which gives both the Church and the Path new ships, more LC and LP versions of vanilla ships and an extra star system, also originally had the suicide bomber versions of Dram, Pheaton and Prometheus.

These "IED" ships were divisive enough to be spun off into their own, separate standalone mod.

3
Phaeton (LP) - Its system is Explosion, a massive WMD that sacrifices the ship for a gigantic fireball that causes massive damage in a huge radius.  It also has a special campaign power where you can drop the ship (instead of mere fuel) on the colony for results similar to tac or sat bombing.  Classic suicide bomber in ship form, much like Shofixti from Star Control.

You want the IED sub-mod canonized?

4
I assume that the unofficial update by the Unofficial Updater on the Unofficial Discord is the same thing that is on Corvus Discord (which I believe is different discord from the Unofficial one, and more "unregulated" at that?)

Then I have a concern:

Unofficial Updater once updated Torched and Seeker (another mod from Tarf) and combined them into a merged Torched Seekers fork for the 0.97, bringing a lot of changes.

The general consensus to those changes seemed to have been negative, with the usual suggestion to use Selkie's or MnHebi's more maintenance focused forks instead. Even Unofficial Updater some time later said to use them too when he discontinued Torched Seekers.

Which makes me watch this with wary eyes.


5
Modding / Re: [0.98a] Moar XIV 2.0 - "We're so back" Forum Release
« on: April 23, 2025, 12:12:15 AM »
Can you give the list of mods from where the "base" versions came from?

6
Mods / Re: [0.98a] The Knights of Ludd
« on: April 17, 2025, 09:01:57 AM »
Any help people have to resolve this would be much appreciated!

Post the aforementioned log (it is in the starsector-core directory), preferably the last few dozen, two or three lines.

7
Ah thank you!

I was going to mention now that I'm thinking about the guilt mechanic, Nexerelin added a "Monstrous" trait to the faction pool, indicating that the faction is either alien in nature or just bloodthirsty monsters.  It's effect is to dramatically reduce the penalty for Saturation Bombardment.  I'm not sure if it's actually implemented on SOTF's end, but it'd be nice to not gain guilt if you're dealing with a faction that has that tag.  They tag tends to be assigned to factions that are usually very happy to saturation bombard other factions.

I haven't engaged with the mechanic (I view RPing as a badguy and SatBombing as more trouble than they worth), but my impression from the wiki and offhand osmosis is that:

Spoiler
The entity behind the guilt-o-meter doesn't care about such distinctions.
[close]

On that note, is there/would be a way to engage with it without being a horrible person?

8
I encountered this issue when I moved my mouse over the Concord Lifedrinker plugin

Per Inventor Racoon when responding to the same issue a few pages back, Lifedrinker isn't supposed to be accessible to the player in the first place.

I'll take a look at it but I will note that Lifedrinker isn't (or shouldn't be) legitimately player-accessible yet.

9
Petition to add "Industrial Planning" as a skill that can be obtained with skill points through level up for administrative purposes, since it's more a personal skill like the combat ones just for administrative purposes instead. Make it 2 or even 3 skill points to learn if you're concerned about balance.

Or just effectively give it for free as a Level feat, just like +2 Max Officers and +1 Elite Skill.

10
Question: How many of the
Spoiler
Dustkeeper AI CORES
[close]
can you get in total?

If you talking about comm recruitables:

Spoiler
2 Slivers/Gamma equivalents and 2 Echoes/Beta equivalents for the total of 4.
[close]

11
Suggestions / Re: Regarding un-surveyable planets like the Alpha Site
« on: April 06, 2025, 10:12:31 PM »
Sorry for late reply, I posted last night and immediately went to sleep.

This was prompted by a modded Market Condition/Building appearing on Alpha Site in another player's run:

So I Have A Problem With The Nidavelir Complex I Searched The Whole Galaxy And I Did Not Find It So I Looked In The Save File And Found It But The Problem Is
It Is In The Alpha Site With The Ziggurat -_- Maybe There Should Be Some Failsafe To Prevent It From Spawning In A Non Acssesable/Uncolonizable Location
That Is 50 Hours Ruined Since I Want To Have It
I Played On 0.97a With Vok V3.1.6

For Anyone Curius How To Find It In The Save File Just Go To Starsector0.97a-rc11\saves Pick The Newest Save_(*123456789*) Open campaign.xml And Find aotd_pluto_station Or aotd_nidavelir_complex Example That To Look For <st>aotd_nidavelir_complex</st>

Yes, this is from a modded game, but I think the restrictions for these cases should be more encompassing, and even without that the planet should be survivable just for completion sake.

12
Suggestions / Regarding un-surveyable planets like the Alpha Site
« on: April 06, 2025, 03:27:38 PM »
Make sure that the player has an option to scan and and if necessary salvage stuff from them, or barring that, automatically mark them as explored and making sure that no loot can spawn on them.

13
Hey float, enjoying your mod(was an avid fan of progressive s-mods, but after trying this mod, I really like the unique effects you can have additonal to the s-mods themselves). I wanted to ask about masteries: after "enhanching" the masteries, each level upped the bonuses by a small percentage, except for the 3rd level. When upgrading the master from lvl2 to lvl3, I didnt notice any improvements in the mastery effects. Is that intended or a bug?

3rd level gives a free S-Mod Slot for logistical hullmods, or other hullmods if one was already S-Modded.

14
Mods / Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« on: April 05, 2025, 11:00:49 AM »
Is there is a way to complete the questline without permanently angering somebody?

I found myself just steering away from Asteria when I got the chip, and ignoring options for giving it to anyone else (on that topic, why no option for the Hegemony AFAICS?).

EDIT: How about giving it to Galatea?

15
Suggestions / Re: Different sorting options for our Cargo
« on: April 05, 2025, 03:11:14 AM »
Seconded, as things get rather unwieldy if one got lots of stuff in their cargo.

I even made the same suggestion a little over a month ago.

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