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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 - Feuerholz

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1
General Discussion / Re: 11th Starsector Fleet Building Tournament
« on: November 24, 2020, 09:49:28 AM »
That was fun to watch! Is a game modded with all these ships / factions playable?

2
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: November 23, 2020, 04:20:04 AM »
Thanks for the clarifications! So, is there an endgame? There are two more constellations i need to explore but please don't tell me that's it while i thought i'm just in the middle of it...

3
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: November 23, 2020, 01:38:47 AM »
Sorry for the double post, but this definately is a bug, and i also would like to ask a few more questions.
Regarding the bug, i can safely reproduce the issue by reloading my current save a couple times, most of the time the comm relay will not be there, but - for some odd reason - if i dock with the planet i'm currently at, exit the planet menu and then reload via the "load game" menu (not quickload) the comm relay will definately be there.

And the reason i even noticed this now in this detail leads me to my second question: One of the colonies affected by that malfunctioning comm relay is loosing money because of a recent raid by the Persean League and subsequent unrest. However i didn't even realize the colony was raided until i saw the red numbers in the colony management screen. Is there any way to make news like that stick a little longer, maybe make them important, or notice me of the problems at that colony? I feel like alot of the notifications go unnoticed because of their quantity and how fast they disappear.

Furthermore, i'm now getting regular raids by pirates and the main factions alongside the usual expeditions. At this point with two colonized system with three colonies each (only one free port, no AI cores, industries spread across the colonies to avoid Pathers) the babysitting is getting kinda frustrating. It seems almost all i do is run around micromanaging the threats, then following this up by improving my lost standings with even more bounty hunting (would like to trade for a change, but the tariffs...). The stability on my colonies is fine usually (10+) but the Persean League raid shows how fast this can turn around, though granted it's a younger system that might not have had the defences necessary if the fleet was big enough.
So how do i best play this? What's the goal here, where do i go? I feel like i'm going to loose colonies without my intervention. Do i need ground defenses against raids despite having planetary shields? So far i only built the shields for ground defense points.

And lastly, i recently finished the red planet mission and i'm wondering if there's more of the campaign i just didn't stumble upon yet. If there is, could someone tell me in a non-spoilery way?

Thanks!

4
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: November 22, 2020, 08:37:55 AM »
It's happening again. No active comm relay in-system it says on all three colonies despite the relay sitting right in the middle of them. It also wasn't just built recently, but i believe i already rebuilt it at the beginning of the colonization of that system when i had the same issue (not quite sure anymore).

Anyone know what could be going on? Maybe it's a bug?

5
Modding / Re: [0.9.1a] Advanced Hullmods
« on: November 21, 2020, 12:19:21 PM »
The mod requires MagicLib but doesnt state that. Led to some shortly confusing moments here since i'm just a random beginner player 8)

Also, i guess the reason both Augmented Drive mods as well as a few of the others aren't available immediately is because i have to find them first, which is governed by the "unlocked" boolean in hull_mods.csv? Will the game just randomly throw these at me?

6
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: November 21, 2020, 03:32:05 AM »
I noticed on my colonies in the second system i have stability "-1 No active comm relay in-system" despite there being one. What's going on?

[Edit]
Does the comm relay have a limited range in-system? Because now the bonus applies without intervention.

7
So i added the Colossus tanker as a new ship as mentioned above, but now that i wanted to build it i found a peculiar behavior i can't explain. So at the end of the month i'm being deducted 200k credits for production (custom production orders) as if i would use the entire industry i have at my disposal right now, despite the ship costing 40k only. Also the ship is never delivered and is not removed from the production line, so it's being produced every month, for 200k, without results. The "Income" screen also shows 200k costs but does not show a ship, just a bunch of goods, from waystation i guess.

I tried this several times making sure my production capacity isn't used by something else, to no avail. Same behavior every time i want to produce this ship.

8
Thanks for the answer Alex. I already thought this might only be possible with a hullmod, if at all. However i did not think about the type designation, what relevance does this have?
So i'll stick with the new ship. Maybe for future updates it might be a cool idea to have the ability to create modified clones via skins. I could be wrong though, i'm rather new at this. ;)

9
Is there a way to modify the stats of the base hull in a .skin file?

I'm new to this, but i already created a separate Colossus tanker in order to fill the gap between destroyer and capital. However as i went through the files i realized that this should also work as just a "skin", but i don't find any info on how to change base hull stats like cargo and fuel in a .skin file.

Is this possible?

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