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News:

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

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Messages - Negitive

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1
Hey, I noticed that you indicated the existence of a Console Command that unlocks a milestone, but after sifting through the files for both this mod and console commands mod, and the help menu in the console, I cannot for the life of me find the command, so what is the applicable command?

2
Modding / Re: [0.95.1a-RC6] Omega blueprint packs
« on: January 16, 2024, 02:07:04 AM »
To the people who want an update: It's not necessary currently, you can simply go into the "mod_info.json" file, and change the gameVersion value to "96a-RC10", then all you need to do is find the blueprint packages in the world.

3
Just saw the 2.3.0 update which added my Nexerelin suggestion, wanted to say thanks, you're an awesome dev and I love the mod, here's hoping it works for 0.96a so I can use it in my upcoming campaign! (It should be compatible right? The update changed a lot, but not much that would screw with Hyperdrive, except *maybe* the new Hyperspace topography things, but I doubt it)

4
(Spoilers for some of the Nexerlin Story Ahead)

Hey, love the mod, was wondering if you'd consider a minor addition when used in conjunction with Nexerlin, specifically when the player chooses to ally with the
Spoiler
Midnight Dissident and therefore the Remnant
[close]
since that conflicts pretty heavily with the current method of unlocking the hyperdrive.

I'd reccomend having it unlock after doing the
Spoiler
showdown quest from the midnight dissident
[close]
since that is probably a little later than one would normally unlock it. (This unlock condition would be in addition to the current one, not instead of)

No idea how feasible this is to add in, not a modder myself, so feel free to call me a moron if this is impossible!

5
General Discussion / Hull mods in the Codex
« on: January 02, 2022, 10:24:24 PM »
I may just be being dense here, but is there any way to view built-in hull-mods before you purchase a ship that has them, or before it's even in the shop you're at? I like to know what a built-in hull-mod is doing to a ship, but can't seem to find any place to read it in game. I could use the wiki, but then that wouldn't work for modded ships and hullmods that don't list their exact functions in their mod page.

6
General Discussion / Re: The State of Phase in 0.95.1a
« on: January 01, 2022, 04:15:28 PM »
I'm not super impressed by it to be honest.

It kinda gutted phase ships but in a subtle way.

Since phase ships are both: High Tech, and, Lacking Shields, they rely on their Phase to avoid damage, but with the newest update, it's fair for maybe the afflictor, but the harbinger and doom have both been cut in half. They are inheritly slow ships, being Destroyer and Cruiser, who relied on phase for more than damage mitigation, but for mobility as-well.

I'll get to my point now: Without speed (And no, adaptive phase coils does not give you your speed back as of now), Phase ships can't get to an enemies weak spot, which is where they belong, given they have no shields. Without the ability to avoid damage, they are pigeon-holed into the worst kind of playstyle for phase ships: Long range harrassment.

You sit in the back with long-range beams, and if you start getting pestered by frigates or the odd destroyer, you just phase and leave, rinse, repeat.

There's little else to do unfortunately. My previously favorite strategy, hyper-hit-and-run (Phase, fly behind the enemy, unphase, blast with Lances, re-phase) doesn't work because you can't to the run part of hit and run, so unless you kill your target, you're just stuck with too much hard-flux to escape before you cap out.

Here's how I would do it differently: Change nothing about Phase as a concept (For now), and completely overhaul Afllictors. The harbinger hasn't been, and won't be a balance problem, and the Doom fails to function in the hands of the AI, which means there can only be 1 good doom in the sector at any time, gremlins are annoying, but not unbalanced. All the support phase ships don't need to be combat-balanced anyway, but the afflictor was to fast and too deadly. So why, oh why, did we fix the afflictor by nerfing ALL phase ships?

7
Thanks for the incredibly quick update!

Easily my favorite mod on the forum.

8
Has the update caused this to stop working?

If so, do you plan to update it to 0.95?

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