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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - envenger

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Modding / Re: [0.95.1a-RC6] Omega blueprint packs
« on: November 17, 2022, 01:35:14 PM »
500k cost seems less also, I would love if their DP is kind of balanced.

Modding / Re: [0.95a-RC12] Missing ships mod
« on: November 12, 2022, 01:39:38 AM »
Thank you for changes, I found nagato and the other carrier too weak after the smod changes. It would be great if you can make them and ragnorak have modules but that might be a lot of work.
Shouldn't be too difficult so i can definitely look into it. Actually thinking about it, balancing those modules sounds like the difficult part ;D

Well they are super ships with 200 dp so a bit over tuned won't hurt much.

Modding / Re: [0.95a-RC12] Missing ships mod
« on: October 30, 2022, 07:29:11 PM »
Thank you for changes, I found nagato and the other carrier too weak after the smod changes. It would be great if you can make them and ragnorak have modules but that might be a lot of work.

Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: July 05, 2022, 08:33:55 PM »
Huh. Successful NPC invasions of Lucifron should be basically unheard of, unless the NPC factions happened to have an operative sabotage their heavy batteries and/or planetary shield at the right time.

RNG gonna RNG I guess?

I was preparing a huge nex invasion of Lucifiron, this was at endgam. 5 days before my invasion, Blackrock invaded and won.

It was a IV battle group incursion from the high tech expansion. I had 3 plasma storms and one or 2 of them would randomly disable.

Equipping multiple super weapons on a ship causes weapons to randomly malfunction, is that intended?

Modding / Re: [0.95a-RC12] Missing ships mod
« on: June 28, 2022, 02:32:54 PM »
Both Nagato and Pelagornis need OP buff, currently with S-mod, using smaller ships is better, like 3 Pelicans with 1 S mod each is better in every situation compared to 3 smod Pelagornis. Then you can increase those s-mods to make them far better.

Modding / Re: [0.95.1a] Of Ludd and Lions
« on: June 27, 2022, 08:13:55 PM »
Would love to still have this mod after the next update if you remove a few duplicates ships that get added and may be createa few variations to them.

Also the hammer class torpedoeshit like a truck. I used it in my redacted ship as well as dun scaiths.

One weird thing is noticed with nex, i went into a war with and alliance having Keruvim, i got sent bounty hubters from next but none of the capital ships were present in those fleets. Other similar bounty hunter fleets had 10 capitals but Keruvim fleets just had destroyers and a few smaller ships.

Mods / Re: [0.95.1a]Epta Consortium - 1.4.1
« on: June 18, 2022, 04:06:43 AM »
These are some of the most prettiest looking ships in the game. They match the ingame aesthetics yet look so good. That's a nuce transformation over updates. I like the lore as well. You might want to add some specific AI oriented industries like the simulations from industrial evolution cause i dont think AIs would need food, they might have some unqiue planet requirements.
Overall looking forward where this goes.

Mods / Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« on: June 14, 2022, 05:20:05 AM »
What is the lore behind the prime divination items? Thry said it has been made by AI, is there some lore behind it or quest you plan to add?

I also have some issue with drops from slightly better tech mining, upgraded by story point. I got a few weapons for the first 2-3 cycles, then the drops stopped completely. Its been atleast 30 cycles, no new drops.

Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: June 14, 2022, 04:33:17 AM »
Do the black rock high hazard system have any secrets?

Mods / Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« on: June 04, 2022, 04:54:39 PM »
The Ludic Church export ship is amazing missle carrier.
3 medium 1 large and 1 build in slot along with a teleporter makes it really fun, i have 3 of them in my fleet.

Mods / Re: [0.95.1a] Unknown Skies v0.43 (2021/03/27)
« on: May 22, 2022, 06:49:47 PM »
I have a suggestion, can you add a few sub categories of barren planets? I feel like 50% of the planets in the sector are barren and adding a bit of variety to them would do good.

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