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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - IradT

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General Discussion / Re: General Thoughts from a new player
« on: November 08, 2020, 11:35:41 AM »
Thanks for the responses. Some good advice, and hope for some changes that would address some of my concerns.

The one hill I'm willing to die on is the autosave.

Quote
Finally autosave, which has been brought up multiple times, doesn't really work here since the game would have to pause to save and that would interrupt the gameplay.

Most games pause to save. And If it's autosaving on jumps into/out of systems, the interruption would be negligible. I'm running unmodded now, but I had a save with about 10 mods on it and noticed little to no difference in save times. I've seen one response on a thread here somewhere with someone complaining that 'not everyone has a super computer'. I did spend a decent chunk of change on my computer, but it's hardly a super computer. A decent SSD/NVME drive and processor and it should mostly be a non-issue.

Either way, just want to say thanks again. Sometimes people get very defensive about stuff like this, and I've gotten nothing but civil responses. Very hopeful for the final release, maybe I'll just take a break until then.

Slap on some mods, and go to cycle 215+, there it becomes a crawl.

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I honestly like paragon - nothing like alpha-striking with tach Lance's, and it really helps to be able to ensure that the heavy firepower is put where it's needed.

3
Mods / Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
« on: October 04, 2020, 09:23:11 AM »
the gown is simply a super-capital, and tbh, in this game that matters a lot. practically all other mods with super-capitals, like the unsung from neutrino are comparable. as usual the only weakness they have is bomber spam from the really strong wings.

what the gown has that is the sub-modules that allow you to dump very, very flux intensive weapons again and again without worrying about shields. It lacks a "superweapon" that many others have.

4
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.2)
« on: August 20, 2020, 02:30:06 PM »
is there a way to enable arcology projects for non-arcology world's? I'm using the other terraforminh mod, but think the industries from this mod are very cool.

thanks!

I was in the middle of releasing an update, but thanks to this suggestion it's now going to be delayed so I can add this setting. Thank you!
no problem, I'm just glad you've made these cool features - on anothert note, anyone else had problems to export lobster from colonies? won't show up, even when debug editing the colony.

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Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.2)
« on: August 20, 2020, 01:37:21 PM »
is there a way to enable arcology projects for non-arcology world's? I'm using the other terraforminh mod, but think the industries from this mod are very cool.

thanks!

6
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: July 28, 2020, 05:49:14 PM »
Anyone have issues getting the hidden hulls? (unsung, etc) Im cooperative and commissioned by them, but no quest shows up.

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