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Starsector 0.96a is out! (05/05/23)

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Messages - Shadowkiller

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Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.5
« on: September 05, 2022, 10:58:49 AM »
I have to admit im having the same issues with the Hel ships, im spending minutes after the normal Legio ships have been destroyed just shooting at these roided up remnent to the point that i just command nuke them because my CR starts to run out (especially the dominators). They are by far the hardest ships to fight out of anything iv experienced in my heavily modded games, to the point of standing up to Supercapitals i built to fight Legio, i have to consistently put 2-3 times the deployment to safely take them on and they still end up sniping my ships while surrounded and bombarded. Personally for me it goes beyond a challenge to just unrealistic annoyance that makes me want to avoid Legio content. Which is a shame because im very fond of the mod as a whole!

I have disabled the drone *** for the moment, (thanks for making that an option!) But since my opinion seems to be shared by people on the forum and discord wanted to bring it up in case you feel like adjusting it again. Beyond personally fighting it the drone fleets also seem to body other AI fleets making the raids/sat bombing quite a problem for places that should be defeating invasion fleets.

Mods / Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« on: September 03, 2022, 04:21:02 PM »
Please for the love of Ludd tone down the mine fields, taking 2000 supplies worth of damage just trying to get past and trade is intolerable. Its also severely hindering the ai's ability to invade (beyond whats reasonable) I just witnessed 7 massive fleets get taken down to 5 cr and lose to a battlestation that should have died immediately.

I like the concept (as i do all your additions) but its heavily over toned, i dont go to locations with minefields anymore, or just cheat my way past because i wont want to risk 200,000$ credits of repairs.

Edit: Saved those 7 fleets by taking care of the battle station and now the ai is self destructing by riding back and forth over the mine fields while trying to bombard the planet, so def needs to be toned down the the ai because they're immolating themselves even without an enemy to fight.

Second edit: Its impossible for the ai to bombard/raid/invade a planet if the planets size is to large and reached the ring of mines, they bounce in-between the planet and mines trying to interact with the planet but getting interrupted by explosions from the mines until literal picket ships show up engage the invasions fleets and destroy them. Spent 3 months babying the 7 invasion fleets yet they still failed to bombard Lucifron.

Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: January 30, 2022, 08:27:30 PM »
The Lobster pens dont seem to be working, it adds lobsters to the stockpile but no effect on colony income or increase to farming output. Same issue on all three of my water worlds. 

Mods / Re: [0.95.1a] Mayasuran Navy 8.3.6
« on: January 15, 2022, 02:31:59 PM »
1st off I would like to say that I absolutely love this mod. really enjoyed reclaiming the home System and brining life back to Mairaath.

But in the course of my game I realized that there is a major balancing issue with one of the ships. The Mako plasma bombers are insane!!! I built about 7 of them at the beginning of my game because I really liked the description and concept and im serious when I say these few ships wrought devastation and ruin to the enemies of Mayasura beyond imagining. They're fast enough to bounce around between onslaughts with the strike potential of capital ships, even when they get overloaded they're often able to get out of harm's way because they're so nimble. Their power is particularly obvious when they're put up against certain other modded ships, full fleets of Diable and O.R.A just die to only 7 makos. I've only seen them weak against fighters because they're the only ships that can keep up. The problem is exasperated with officers and bonuses from other mods as you can imagine.  I'm not really good with balancing so I'm not going to suggest any course of action, all i knows is these things wreak house.

Mods / Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« on: November 06, 2021, 10:40:45 PM »
I cant seem to enable this skin, says its for a different version of the game.

Having all of starsector in a single solar system immediately reminds me of Firefly. And given that one comparison I can definitely see it working.

General Discussion / Re: Making money in the new version is too easy
« on: April 02, 2021, 09:28:20 AM »
While trading is supposed to be insanely profitable in the lore, it's also supposed to be insanely dangerous. I haven't played the new update yet so if this is already a thing my apologies, but I think this issue could be lowered greatly with a simple mechanic. If you're moving planet-sized quantities of highly valuable goods worth millions of credits than you should be a burning Beacon for every enterprising Pirates or enemy state that you've angered. Especially if you decided to skip out on defenses for your trade Fleet. I'm talking about entire Nets of pirates working together to find you, take you down and earn a portion of the incredibly valuable Goods that you're carrying. If you already have a defensive Fleet worth the amount of goods that you're carrying then naturally you wouldn't have a reason to be accosted so easily, but if you're just meming trade at the beginning of the game then you should be harried from one end of the sector to the other for the easy Mark that you are.

In the last version there was already a system for getting Intel on large Caravans travelling from one location to the other, and with the new one I imagine it would be pretty easy to implement something for the AI that targets you when you move large shipments, and bases the strength of the hunters on your own fleet strength vs value of the shipment your carrying. because lets be honest. if your buying enough commodities to support a planet, your not doing that secretly, its just logistically impossible to to move such quantities without anyone finding out.

Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: January 09, 2021, 01:37:20 PM »
Hello, I'm a little confused on the mechanics concerning the restoration dock. Sorry if this is stated somewhere else but I went through quite a few pages and I wasn't able to find the answer.

A Fee is mentioned for when you try to restore ships in a foreign market, does this mean that it's free to restore ships that you have in your own personal colony?  I purchased a governorship for a League station I conquered from pirates (Nexerelin) that has a restoration doc, I have 100 opinion with the league and I'm trying to repair one of my ships. The total cost for removing two d-mods 172,800, and the total cost of building the ship myself is 200,000. Are these the correct numbers or am I misunderstanding something? Because personally I would rather just build a new ship rather than pay almost the entire price to remove 2 D-mods. Particularly since i have the whole industry skill line unlocked.

Loving everything in the mod though, really adds alot of depth to the colony building experience. Thank you for your contributions to the community!

Is there a way to decrease invasion frequency? I dont want to turn it off but I made the mistake of adding quite a few factions and now i cant even fly back to the core worlds because of how many invasions/raids/bombings i have. I invested in starbases rather then military bases but they dont win against the fleets unless im there with one or two ships to help. Sorry if this has been answered before, i did a few google searches but nothing came up.

Mods / Re: [0.9.1a] Grand Sector
« on: February 27, 2020, 06:05:20 PM »
Does this mod change spawn rates of blueprints and rare items? the first few systems i entered i found a pristine nanoforge and multiple battleship blueprints.

Mods / Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« on: February 27, 2020, 06:03:00 PM »
Does this mod affect spawn rates of blueprints in vanilla content? im playing with grand sector and the first few systems i entered i got a pristine nanoforge and multiple battleship blueprints from things like supply caches.

Bug Reports & Support / Re: Load up Crash after upgrade to windows 10
« on: February 07, 2020, 03:45:13 PM »
Well i restarted my pc and reconnected my headset and speakers and then tried running as administrator, any one of those could have fixed it im guessing.

Bug Reports & Support / Re: Load up Crash after upgrade to windows 10
« on: February 07, 2020, 03:07:13 PM »
Oh thank you for the redirect! should have looked for that before posting XD but it fixed my issue! Love the game by the way! been playing on and off since 2014  ;D

Bug Reports & Support / Load up Crash after upgrade to windows 10
« on: February 07, 2020, 02:26:05 PM »
Iv been playing Starsector for a few months now windows 8.1 but ran into some lag on the game along with a few others that i couldnt fix, so i updated to windows 10, the fps issue still persists and now starsector crashes when i try to start the game. iv reinstalled and removed all mods.

java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalListenerfv(IJ)V
   at org.lwjgl.openal.AL10.nalListenerfv(Native Method)
   at org.lwjgl.openal.AL10.alListener(
   at sound.B.o00000(Unknown Source)
   at com.fs.starfarer.C.L.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)

[attachment deleted by admin]

When I enter the code tells me that the compilation failed. Org.codehaus.commons.compilre.compile.exception Line 1, column 137 - a method named setboolean Is not declared in any enclosing class nor any supertype, nor through a static import.

I have no idea what any of that means XD

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