Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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 - Frosterus

Pages: [1] 2
1
TFW people ignore the existence of a config file.

I've looked through the config file. There's no option to allow building in s-mods with both story points and XP.
Just disabling the mod entirely with a setting, and keeping currently installed XP s-mods.

I would love a option to have both normal built in and progressive system. Mostly for using sp for logistic ships while having the system for combat ships and most definately AI.

Basically, not the same thing as what this guy wanted.

And I can sympathize. Mostly because it takes SOOOOOO long to build-in Augmented Drive Field on a new cruiser.
Would love an in-game way to gain XP faster on a chosen ship, like paying for some kind of temporary boost.


Anyways, love the mod, OP. I've used it on a few playthroughs now.

2
Mods / Re: [0.95.1a] Red - the Oculian Armada (0.9.2b) Mod
« on: October 16, 2022, 10:05:50 PM »
The average faction mod uses like what, 100 mb of VRAM? So I wouldn't exactly call your mod "free", in terms of system requirements.

Though it's also not a very big deal either.

3
So how quickly does disloyalty build up? Because fights in end-game Starsector, especially against the REDACTED, usually results in almost half of my fleet being disabled.

I personally don't see how all of my ships wouldn't be disloyal in the constant fight night against the robots.

4
Latest release (12a) marks itself as v0.0 in-game which makes Version Checker claim there's a new update.

5
Looking forward to trying this out. One of my biggest gripes with Story Points is that you start running out in the end-game due to the slow leveling. Hopefully this helps that.

6
Mods / Re: [0.95.1a] Better Colonies 1.86
« on: October 04, 2022, 12:59:06 PM »
So it's an option if you don't want to take the slow way. Cool.

7
Mods / Re: [0.95.1a] Better Colonies 1.86
« on: October 04, 2022, 12:25:35 PM »
Wow, appreciate the update!

If you don't mind me asking, what's the point of removing ruins from a planet?

8
Mods / Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
« on: September 23, 2022, 09:07:44 AM »
I haven't seen the 9th Battlegroup lose a single invasion against any vanilla faction. They own like 1/3rd of the map now. Whatever the ship composition is for their invasion fleets is OP.

9
Mods / Re: [0.95.1a] Better Colonies 1.85
« on: September 22, 2022, 08:31:23 AM »
A way to get rid of the shrine would be great, even if it had a heavy penalty like immediate hostility to the Luddic Church, a rebellion, or even a modification like integration corps where you remove it over a period of time.

Mostly because I was incredibly stupid and assigned an alpha core to my colony since I didn't really understand who "Moloch" was.
So now it's either;

A) -1 stability from angry Luddic faith
B) -1 stability from rogue AI debuff after removing it

Pain.

10
Brighton ships have absolutely stupid amounts of missiles per DP. Pure brighton fleets most certainly do work, perhaps too well even.
So it's not an issue then? Since the AI in this game blows their entire missile load on the first frigate to come into their sight.

11
Mods / Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« on: September 24, 2021, 12:52:40 AM »
Has anyone been able to find operatives at the bar? I've been to like 50 different bars and haven't seen the prompt for a single one. Hurts a bit now that they can get rid of Luddic Cells in your colonies.

Edit: Found one after about 60 planets visited. Just bad luck, maybe?

12
Mods / Re: [0.95a] Fleet Size By DP
« on: September 20, 2021, 08:09:01 AM »
I still use frigates a good amount since recovering ships takes story points like 50% of the time, and frigates are cheap to replace.
However, unless I've misread, this mod still seems interesting.
Time to have like 70 frigates BAYBEEEEEE

13
Mods / Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
« on: September 13, 2021, 11:02:36 AM »
It's not really a big deal besides being a bit confusing, but 1.0.c shows up as 1.0.b in the in-game mod menu.

14
Version Checker says there's a 3.3r for the main HMI faction, but the main link still leads to 3.3q.
Is there actually a new version?

15
Mods / Re: [0.9.1a] Underworld 1.4.7
« on: March 02, 2021, 02:50:01 AM »
If the Starlight Cabal are disabled, do their ship models still use up some of my VRAM?

Pages: [1] 2