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: Planet Search Overhaul (07/13/24)

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 - TheSAguy

Pages: [1] 2 3 ... 5
1
Mods / Re: [0.97a] Hiver Swarm - V1.1.3 - 07/05/24
« on: July 05, 2024, 08:58:21 AM »
Thanks Dazs!

Updating now  ;D

2
Mods / Re: [0.97a] Hiver Swarm - V1.1.2 - 03/27/24
« on: June 21, 2024, 07:43:48 AM »
Hey Dazs,

Just wanted to say thanks for all your mods. I'm playing with all of then and find myself with a lot of your ships in my fleet.

I do have one request on the Hiver Swarm mod. I'm hoping you could add an option in the mod settings, to make the faction a lot harder/scarier.
I know this won't be balanced, but that's precisely the point. I don't want them balanced. I want them to be a threat to the entire sector. (Think Warhammer 40k Tyranids)

Not sure if it's possible, but make their ships almost never recoverable. (Since it's basically a living ship, I don't think it should easily be captured and controlled by the player)
Give all ships a "Hive Mind" Hull mod as the Hiver Swarm that boosts all stats by 10-15%. Both these are to prevent the player from getting those powerful ships.


Anyways,
Love your work!
Thanks.

3
Thanks!

4
General Discussion / Campaign if look e edit - System location
« on: November 27, 2023, 03:30:01 PM »
Hi,

Is it possible to edit the location of a star system in the campaign file?
I’d like to move an entire star system on the map.

What value should I adjust?

Thanks

5
Mods / Re: [0.96a] Ashes of The Domain
« on: November 16, 2023, 09:57:00 AM »
I assume VoK 2 will not be save game compatible.
Any rough ETA on release?

6
Mods / Re: [0.96a] Ashes of The Domain
« on: November 12, 2023, 02:57:51 PM »
Thanks for this great mod!
I definitely feel like research is a bog part that's missing from the base game and really enjoy having that with your mod!

Is there a way to make research take longer? I feel like one should really work for it.

I'd like to suggest some new contact if possible.
Create a shipyard that almost works like the one that removes d-mods, but have it upgrade your ship. You could research stull like:
Add x Ordinance points.
Increase armor/shield by x
Flux, Hull points, etc.

(Alternatively, this could be an artifact you craft like the domain era stuff)

So this way one could finda make your own unique ships by slowly upgrading them.

Also, possibly endless research, that's very expensive, each time you complete it you get 1% better shield technology for your faction. Same for armor, hull, maintenance, etc.

Thanks again for your mod.


7
Mods / Re: [0.96a] Random Assortment of Things
« on: November 12, 2023, 02:51:55 PM »
Love all the new content that you add to the game, thanks!

I was wondering if you could add a few artifacts that will boost individual ships. Like add 5 ordinance points to a ship, Increase Laser or Ballistic damage/range x%. Speed/Shield/armor boosts. I like the idea of making my own unique/super ship by slowly upgrading it. 

Thanks for you great mod!

8
Mods / Re: [0.96a] Astral Ascension - A Mod that Uncaps Colony Size
« on: November 10, 2023, 07:03:12 AM »
FYI, I got a crash updating from 1.2 to 1.2.5 mid game.

9
Mods / Re: [0.96a] Emergent Threats v0.2.6
« on: November 09, 2023, 08:37:01 AM »
Is Emergent Threats v0.3.1 save compatible with Emergent Threats v0.2.6?

10
Is there a way to get to the previous version of the mod?
Thanks,

11
Modding / Mod Request / Idea
« on: November 03, 2023, 02:58:20 PM »
Hi,

I'm not the best at ship loadouts and hull mod selecting.
Currently the base game has a check box to always have "Blast Doors" or "Reinforced Bulkheads"

I'd like to have a mod to make those two drop downs, so I can select what two Hull Mods I always want to add.
Additionally, I'd like some check-boxes or drop downs, that say something like: Focus on: "Beams" or "Ballistics" or "Mix" or "Fighters. And also "Armor",  "Shields" or "Balance"


This will just make the auto select a little more smooth for me.

Thanks.

12
Mods / Re: [0.96a] Carter's Junk Hull Mods - V 0.4.1 - 07/04/23
« on: October 20, 2023, 11:07:40 AM »
Just wanted to say I really a enjoying these new Hull-mods.
The only change I wish there was, was not to just get most of them from the start, but having to find them at stations or loot.

But again thanks for these!

13
Mods / Re: [0.96a] Adjusted Sector
« on: October 08, 2023, 10:42:54 AM »

   "sectorRemnantPresenceLow":5,
   "sectorRemnantPresenceMed":10,
These are supposed to be either 0 or 1 (which means either "there won't be this type of presence" or "There will be"). It doesn't change "total" amount of remnant systems, just their difficulty.


This seems like an easy mistake to make. Might be worth it to add a comment on that in the next update.

What command do you run to show all the warning beacons?

14
Mods / Re: [0.96a] Random Assortment of Things
« on: October 04, 2023, 08:55:40 AM »
Thanks, I found it.
I have a larger map and it was hidden in a cloud.

Thanks and love the mod.

15
Mods / Re: [0.96a] Random Assortment of Things
« on: October 03, 2023, 08:00:34 PM »
I just started a new game over the weekend and did not notice that I don't have the starting red wormhole to the Abyss.
I think I was on 1.6.3 from the start. Has something changed or is there something wrong with my setup?

Pages: [1] 2 3 ... 5