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Messages - Kaokasalis

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1
Blog Posts / Re: Colony Crises
« on: November 24, 2023, 03:23:43 PM »
I think that if the player managed to trigger all the crises in a run and eventually defeats all of them it should warrant a narrative reward or something. It would be cool to see the game acknowledge the player's own faction in some way, especially if it was at the expense of all the other factions. Like a new power have emerged in the Persean Sector along with having broken the current deadlock in the Sector and is now in its way to silently achieving domination.

2
Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: August 31, 2023, 10:47:22 AM »
Quote
There are things inside.

Spooky scary abyssal things hopefully.

Its kinda cool though getting stuff like that. Always wanted to do a quest for Starsector where there would be a forgotten Domain AI zone out in the Abyss with powerful and unknown technology if I ever got into coding.

3
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: April 24, 2022, 12:40:13 PM »
While it would be a fairly simple to add some stripes, I don't think they add anything to the sprite at the moment. They made the old banshee more interesting but I decided it would be too much clutter to keep them. I might change my mind.

I think they complimented the Neutrino color palette since the logo also made use of a white N. Another reason for why they could have the white strips could be as a form of distinguishing their ships further from the other high tech ones used by Tri-Tachyon since they broke off from each other. That is if the lore will remain the same.

Up to you though how you will do it.

4
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: April 23, 2022, 05:36:56 AM »
Raw sprite



Though I overall prefer the older art which is mostly due to nostalgia goggles as you put it earlier since its easier to be fond of something you have flown with in-game than that which you have not, your designs are also very clean and looks pretty cool. The utilization of the blue-gray color rather than the more strictly gray color does bring it closer to the more vanilla blueish elements of the high tech style. I have to ask though since I am not sure, are you planning to forgo the iconic two white strips that were on some ships like the Banshee or Jackhammer?

5
Does this have synergy with Substance Abuse? Could I for example use a centralization bureau and the industrial incentives edict in a system with multiple colonies that each has a brewery to become liquor lord of the Persean arm?

6
So ... Vending Machines are not considered [Redacted]?

Only if they can fire cans with enough force to destroy starships. I think.

7
Does the remnants also get a drink variant? If it needs a lore reason then it could be that its a diluted cooling fluid or that Tri-Tachyon were just wealthy enough to make their war machines also be capable enough to serve drinks.

8
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 05, 2021, 04:06:09 PM »
  • Prometheus Mk.II:
  • Reduced supply cost to 30 (was: 20)

Typo error or am I just reading it wrong?

Also looking forward to seeing the new low tech ships and to whatever the hell sensor ghosts are going to bring to the table.

9
Thank you for your mod. It is such a huge QoL change, especially when looking for administrators.

10
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: May 26, 2021, 06:53:19 AM »


Its a really minor thing but if its possible then perhaps you should consider shortening the name of your mod in the mod menu since its almost hitting the scrollbar. I apologize if this sounds like nitpicking, that is not my intent.

11
Mods / Re: [0.95a] Terraforming and Station Construction (v6.0.0)
« on: April 14, 2021, 03:32:54 AM »
Quote
-All Astral gate content has been removed from the mod due to new features present in 0.95a.

Rest in peace Odysseus. We had many good runs together.

Spoiler for the new vanilla feature, don't read if you haven't done the new story quest yet.

Spoiler
Would it be possible to rework the astral gate system into the current gate system in such a manner that we could make our own gates?
[close]

12
General Discussion / Re: Luddic Path cells: How does one find them?
« on: April 05, 2021, 05:38:26 PM »
Pre-0.95a you used to be able to find the location of the Luddic path cells by visiting the bars on your colonies, not sure if that is still the case though. Do you really have no intel on them under "colony threat" or "Luddic Path"?

13
The new missions that can be found in bars in 0.95a is nice and they do make the world feel a bit more alive but many of the bar missions kind of lack clarity. While the person offering the mission gives the name of the location before acceptance of the mission, you cannot see which faction a targeted location belongs to. This makes planning for or considering the mission quite inconvenient. A nice QoL change would be to show that.

Crude Paint to illustrate
Spoiler
[close]


14
I am having nearly the same problem as Dekent59. I built my embassy complex on a frozen world that I was using as a utility planet and it worked fine at first. However, after I installed a Beta AI core I started to lose 20 reputation per month while it displays the message that the Beta AI core has been removed but its still in there.

My mod list if that helps:
Spoiler
Autosave 1.1c
Better Colonies 1.61
Combat Chatter 1.11.1
Commissioned Crews 1.9999
Industrial Evolution 2.0.c
LazyLib 2.6
Leading Pip 1.9.1
MagicLib 0.32.rc2
Persean Chronicles 2.0.1
Practice Targets 1.41rc2
SpeedUp 0.7.1
Starship Legends 1.5.0
Transfer All Items 1.2
Unknown Skies 0.43
Unofficial New Game Plus 1.3.0
zz GraphicsLib 1.5.1
[close]

15
Hi - thanks for the report! Ah, this isn't a bug; if you get into Alpha Site and scan the Ziggurat, the game will just skip that mission.

Ah okay, thought it might be since it technically lets you skip some story elements.

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