1
Mods / Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
« on: October 12, 2021, 01:02:44 PM »
I'm guessing no updates on this one
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
This looks incredible! One point of feedback -- the visual representation of slipstreams on the sector map needs to be scaled by intensity.
In the examples, the slipstream indicators seem to have the same intensity regardless of width, so wider areas of the slipstreams stand out much more.
This is the inverse of the actual gameplay effects, where a narrower slipstream is 'faster' than it is when it widens out, a big fat wide arrow slipstream indicator stands out a lot more than the narrowest segments.
Thinner sections of the slipstreams would benefit from proportionally boosted brightness or opacity on the starmap to make them 'stand out', the way they will when you're zipping through 'em.
Interesting idea! I gave this a quick try, and it doesn't work out that way - rather, it starts to look more confusing; if the wider sections are faded out enough for that to stand out, they're also faded out enough that's hard to tell that they're actually wider, so it becomes a "why is this faded out" (which, in fact, it could be also because the stream is dissipating, or because it's fading towards a "break", etc) rather than "ah, this is wider, so it'll be slower".
More information can sometimes become more visual noise and make things less clear rather than more; it's interesting to see where that point is sometimes!
What about some special item for Domed Cities that allows them to benefit from Plasma Shield structure and actually gain some ground defense? They won't benefit as much as a planet with no such collosal city centers obviously, and surface batteries are also still useless as they are easy to detect and destroy from orbit with impunity lacking civilian targets nearby. That one could be a kind of system that lets you maintain several smaller plasma shield projectors over every dome instead of a single large one.wrong mod. i think you are looking for terraforming and station construction
yea i tend to think that the expansion is slow as well. if i as the player can do it in x amount of time the hegemony etc should already have several base level colonies started
my opinion anyway
@megabot
The file names will be fixed in the next version. You are talking about the jar right?
[quote/]
yeah, i meant the file itself has 0.91 in it so i thought it is for a previous version and the file i downloaded is not up to date(happened with hazard mining ncorporated once, where i downloaded a version that is lower that broke my game because the main page did not have an updated link)apologies if i got something wrong, but the way i understood they either paid the ransom or could simply not flee anymore, even with story points, after going back from that option. correct me if i am wrong but i think that is not intendedCan you say this another way? I'm a little confused as to what you mean. You should still be able to flee unless you have a very large fleet. That prevents you from fleeing altogether (maybe even with story points) and that is a vanilla feature not mine.
what i meant was that what i got from what they said(i did not use this mod a lot yet) was that they picked the option to pay ransom but then got attacked anyways and had no option to flee, or got into the menu to pay but didn't and then after going out of it had no option to flee anymore, whether regularily or with story points. i might be wrong though
I'm surprised you guys actually use those things, none of them seem worth a slot to me.