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News:

Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Messages - theville

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I'd like to pitch in about Quetzalcoatl balancing and say that with the 'Coatl, maybe the system could be some sort of 'EMP Coil' technique, where the ship curls up, and sequentially activates it's thrusters to throw itself in the direction of an enemy, using the velocity of the thrusters to steer (maybe) while shocking the enemy. Considering that a coiled Quetzalcoatl can already move faster than some frigates (Omen included), I think this may be an apt system for the 'Coatl.
I do like that this way of moving exists as a "bonus" alternate movement option for the astute player. But I'm not sure it would work aesthetically or mechanically as a regular part of its movement, esp. in AI hands.

Or make a way for the Quetzalcoat to...dissamble itself. then those parts will act as a separate entity or ships for a while before combining again...well along those lines lol

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Mods / Re: [0.9.1a] Adjusted Sector
« on: January 04, 2020, 09:36:58 PM »
So i adjusted my constellationcount to 1020 how do I set the others to make it work? The remnants min and max size and the other values

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Mods / Re: [0.9a] Transponder Reminders 0.1.0
« on: December 27, 2019, 05:22:37 PM »
the mod does not give me the option to turn on transponder when jumping into a system, but i can still turn them off when jumping out. any ide why that is? anyone else have this problem?

does nexerlin or varja sector conflict in some way?

happening to me too  :-\

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Mods / Re: [0.9.1a] Red (0.8.1) Mod
« on: December 26, 2019, 11:00:15 PM »
I don't mean anything mean about this but the ships look like breads with a chocolate toppings. and I like it!!  ;D ;D

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Mods / Re: [0.9.1a] Adjusted Sector
« on: December 26, 2019, 09:31:46 PM »
so i changed some values for my game and discovered rather quickly that it really messed up the map with respects to hyperstorms.

"sectorWidth":252308,
"sectorHeight":160000,

anyways - i don't really know why this works (it was just a guess) - but i adjusted the pixels of the hyperspace map you include to be 1240 width and 786 height which is almost exactly the same ratio as the sector values i used.

so for those of you who desire to use different sector width and height values you can rather easily make sure your hyperspace storms map isn't too big or too small by solving a simple equation.

input your values into the following
(sector width)/(sector height)= (pixel width of hyperspace map - say 1500)/x
x = (1500)/(ratio of sector width to height)

then just change the hyperspace map.  resize it to the width and the x value you solved for

i think it needs a custom hyperspace map?

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Mods / Re: [0.9.1a] Supply Forging 1.0
« on: December 26, 2019, 12:33:01 AM »
wow! now i don't have to worry about carrying huge load of metals for nothing!

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Modding / Re: [0.9.1a] Terraforming [Beta] 0.0.2v
« on: December 25, 2019, 04:56:37 AM »
Does this works with other terraforming mods? or does this mods works with better colonies?

Just asking!

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Mods / Re: [0.9.1a] Kingdom of Terra (v0.5) - Operation Overhull, phase 1
« on: December 25, 2019, 04:31:09 AM »
if you ask me its should be legit! you don't know what kind of weird things out their in vast space!   ::) ::)

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Modding / Re: [0.9.1a] Ill-Advised Modifications 1.6
« on: December 24, 2019, 11:23:48 PM »
Can I add this to my ongoing game safely?

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Suggestions / Player Faction!
« on: December 21, 2019, 07:22:36 AM »
I have a few ideas (that others might have thought of and done). I'am new to Star Sector, I like the game the moment It in a Youtube video made by ssethtzeentach https://www.youtube.com/watch?v=acqpulP1hLo.

So I Was saying is there a mod that allows the Player to scavenge supplies from a habitable planet?
and a mod that adds players and other faction flags?

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