Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kanil

Pages: [1] 2 3 ... 6
1
Blog Posts / Re: Codex Overhaul
« on: May 11, 2024, 02:49:50 PM »
I've been waiting for the Codex to get the design type filters that the production screen has ever since those became a thing, and I'm super excited to see that it's arrived -- and it's coming with a whole host of other improvements too.

Being able to click on a fighter, then click on it's fighter specific weapons is a great little detail.

Also, I agree with the requests on being able to see a ship's mounts/firing arcs would be really helpful.

2
Blog Posts / Re: Save/Load UI, Autosave, Intel Map Markers, and More
« on: April 10, 2024, 02:42:41 PM »
Being able to save as will allow me to only have one or two back up saves, instead of the whole bunch you end up with save copy, thus sparing me from having to type out "delete" over and over again to get rid of them.

3
General Discussion / Re: I love the slipstream mechanics
« on: March 31, 2024, 04:21:02 PM »
I see. I'll try to snag some data from neutron stars/black holes when hunting for research stations next game, then.

4
General Discussion / Re: I love the slipstream mechanics
« on: March 31, 2024, 03:58:48 PM »
It's only like 5 per scan though, so it still takes a while. Especially given that as the game progresses and your fleet gets larger, detours become a lot more expensive.

I dunno if there's some objects that give more than 5, maybe it goes quicker if you just scan certain things?

5
General Discussion / Re: I love the slipstream mechanics
« on: March 31, 2024, 03:01:33 PM »
I'm not sure if I find slipstreams to be completely useless, or if it just takes too long to get the upgrades to make them useful, but I've played two games to level 15 and have yet to unlock reverse polarity, so slipstreams still remain "95% chance to press e-burn and waste supplies to get where you're going, with a 5% chance of being helpful".

6
Mods / Re: [0.97a] Diable Avionics v2.8.4
« on: March 07, 2024, 07:56:53 PM »
really, the only winning move is not to play. there are no laws or bribes forcing you to give people attention if you don't like what they're doing

I agree with this. I don't really know what the drama is about, and I can't say any of the acronyms in these posts ring a bell. You've made your mod seem quite untrustworthy, while in the process introducing me to the existence of mods you find offensive and do not want others to use. That seems counterproductive?

7
why would being abhorrent to technology make ur farming industry better???

Gameplay? It's a choice the player can make, get a bonus but limit the planet to farming and light industry, or forego that bonus to get mining/etc.

If you're looking for an in-universe explanation for why, I don't have one. In general the game prioritizes gameplay over making sense if making sense is less interesting, and this is far from the most egregious example.

8
The Luddic Church is a more agrarian society, given their abhorrence towards technology, so at best I'd think they'd only give bonus food and maybe mining resources.

The bonus turns off if you build any industry other than farming (and light industry, afaik?), so in practice it basically is just a bonus to farming. I don't see it as a problem.

9
Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: August 31, 2023, 10:22:14 PM »
Are the Anchors going to be random drops, or guaranteed in... some fashion that we'll find out about at release? I feel like if they're random drops, getting both of them will be more frustrating than anything else, really -- but I'd imagine you're already aware of that.

Although I suppose what I really want is to just get from my colony zone to the core worlds directly, and while a wormhole to Duzakh does that just fine, we can now build gates, so if that is guaranteed, then wormhole anchors being random wouldn't be too frustrating.

10
Just change your challenge to something sane.

Who decides whether a challenge is "sane" enough to be posted about on the forums?

11
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 10, 2021, 12:57:54 PM »
Awww yeah, let's go!

12
General Discussion / Re: Brand New to the Sector
« on: August 31, 2021, 04:31:34 PM »
I also have never found any salvage rigs for sale anywhere and my colony has 0 credits to spend on building them despite sending me 20k credits a month.

Does your colony have the Heavy Industry upgrade? Your colonies send you taxes every month, but they need the Heavy Industry to actually build ships for you.

Salvage rigs are just found in markets like other ships, but if you can't find them then you can buy some Shepherds. They're not as good as the rigs, but the salvage bonus stacks (with diminishing returns), so you can just pick up 2 or 3 Shepherds.

13
Blog Posts / Re: Skill Changes, Part 1
« on: July 02, 2021, 03:11:57 PM »
Do reductions in deployment cost also apply to skills that are limited by deployment points? e.g. does pairing Derelict Operations and Automated Ships allow your fleet to maintain more AI ships, provided they have lots of D-mods?

The wording in the blog implies it does, but the screenshot of the Automated Ship skill says "deployment recovery cost" which implies it doesn't?

14
Blog Posts / Re: Skill Changes, Part 1
« on: July 02, 2021, 02:02:27 PM »
I like the changes around making officer-less ships more viable. Derelict Contingent is especially frustrating in that regard, and I'm pleased the new junkfleet skill is about bringing lots of random stuff to battle, rather than finding 8-10 elite-but-battered ships.

S-mods giving always recoverable status as well is pretty interesting, too.

15
General Discussion / Re: Weird station loadouts.
« on: June 25, 2021, 01:29:47 PM »
Your stations arm themselves using the weapons you have blueprints for, and the player only starts with mining lasers and blasters for energy weapons.

If you get some new weapon blueprints and prioritize them, your station will refit it's weapons accordingly.

Pages: [1] 2 3 ... 6