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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - clackie96

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Hello - mod looks wonderful, definitely what I need to shake up a new playthrough. I installed and started looking through the intel, and noticed some of the planet ops need certain skills to interact with. I use Second-In-Command, which replaces all the skill trees except combat. Do you think there will be a compatibility issue there?

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General Discussion / Re: making money
« on: June 15, 2022, 07:54:51 AM »
I also picked the game up again recently, and at the start of a game you can buy supplies for like 50% off from the main Heg worlds and take them straight to pirates/LP and get up to a mil and a decent fleet in absolutely no time at all. You can trade with the black market with impunity because even if you arouse suspicion you aren't carrying anything illegal, so you don't even need to care about the transponder or searches. It just feels broken, the early game goes by like a flash because I'm just printing money with no risk. I don't know what can be done about this, because it seems reasonable as a system - maybe just cap the max value add that scarcity/surplus can add/subtract? Buying supplies/heavy machinery for 50 credits and selling for 300-400 makes absurd money in no time flat.

EDIT: I forgot to even mention the absurd XP gain for profitable trades you get while doing this too, I was like level 8 in a couple of hours of play.

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