Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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 - ScytheSe7en

Pages: [1]
Blog Posts / Re: Skill Changes, Part 1
« on: July 02, 2021, 03:30:02 PM »
Two questions:
Note: deployment points are now shown on the ship tooltip as a separate stat, to help make these sorts of things clear.
Does this mean that deployment points and recovery cost are getting split up in ship_data.csv?

If you put a Neural Interface on a ship module (on a ship added by a mod, presumably, since there are no player-ownable ships with modules in the base game), will you be able to control that module directly?

I got a mission from a Luddic Church contact to raid a warehouse on Elysium, my own planet.

As there isn't a military option on my own planet, I presume this is a bug, and quite an amusing one at that.

[attachment deleted by admin]

Suggestions / Re: thumper buffs
« on: February 26, 2021, 02:33:15 AM »
Yes please, I can't wrap my head around the stupidly high OP cost when the Heavy Mortar is 7 OP, hell even a Light Assault Gun has more uses. I somehow even saw people defend it saying it has a niche. And unfortunately I have to agree with them, its niche is being laughably pathetic.

Relevant topic that's still fresh
Yes, absolutely yes. In addition, I feel this topic is even more highly relevant:

Suggestions / Re: thumper buffs
« on: February 26, 2021, 02:29:22 AM »
How would changing the efficiency of using the Thumper affect Jangala's status vis-a-vis stellar submersion?

Suggestions / Re: thumper buffs
« on: February 26, 2021, 02:26:56 AM »
Thumper buffs are  8)

Modding / Re: [0.9.1a] Advanced Hullmods
« on: June 13, 2020, 05:30:26 AM »
This mod is awesome, but why isn't it in the Mod Index?

Pages: [1]