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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - ChrysalisThe

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@pirate issue they do have colonies, i even had a single base with minimal pirate activity but in like 10 years i didn't get a single raid.

2
I can verify the pirate activity bug, I infact have not one but 12 colonies without ANY pirate activity. Some even had no patrol buildings. Most layed back playthrough i have had. While I had raids and invasions by the pesky hegemony by the dozend and invasions by just about anyone who polutes my sector yet not a single pirate attack, which is weird since i am at -100 opinion with them. By all rights they should hate me :D

3
Mods / Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
« on: May 10, 2021, 09:23:51 AM »
LOL with a list that long it is no wonder your game is crashing. I would argue that it hasn't so far is the greater mircale.  :o

4
Mods / Re: [0.95a] Red (0.8.4) Mod
« on: April 30, 2021, 02:06:05 PM »
i just played with this mod for the first time and i have to say... imbalanced... I am sorry to say but some of the ships are simply without a counter, or atleast one that i can figure out.

I mean they swarm, coolio that should mean their carriers are vulnerable, but nope. Well atleast they don't have omni shields... ah wait they do that aswell (seriously? a pirate faction with omni shields? some hegemony and neutral ships have that but most of the time the remnants and tri tachyon are the posterfactions for this kit). So at least they don't have a long sustain? ah wait they do that aswell... because they don't have balistics (how is that a weakness, btw?) what about flux capacity? Finally an opening but wait: They vent like there is no tomorrow. (the part about abysmal venting rate in the description of the mod is a lie, plain and simple) 

Seriously this mod is a walking cheat. Maybe list in the description that it is completely impossible to beat some of the most basic cruisers with any weapons in the game upto date..... sorry but this mod is simply not for me.

5
I am using 2.0.0c for my current playthrough. And my courier port "ate" an entire shipment, ensured for 5m... the thing is i got neither the insurance nor the items. Those were a host of ai cores, a modded ship and just some stuff. Did this happen to anyone else? (also i checked the entire route, with of course transponder online.)

6
Mods / Re: [0.95a] Grand.Colonies - More Building Slots
« on: April 15, 2021, 06:34:23 AM »
I am looking forward to seeing your next update on this mod - more than 3 pages would be lovely.  :-*

i would be really interested in your list of mods... I don't have a single 10^10 sized colony with modified industry slots which would need more that 24 building slots...

7
Mods / Re: [0.95a] Adjusted Sector
« on: April 14, 2021, 07:21:10 AM »
I have figured out the problems i had. I thnk while motherships take away 5 constellation size so do probes and survey ships... and this way in my world generation at least the motherships "ate" up the entire constellation size by themselves...

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Mods / Re: [0.95a] Better Colonies 1.61
« on: April 13, 2021, 06:24:48 AM »
arent the max colony sizes 6 now?

You can change that aswell as several different things in the config - file from the core game.

...\Fractal Softworks\Starsector\starsector-core\data\config\settings


9
Mods / Re: [0.95a] Adjusted Sector
« on: April 12, 2021, 08:01:58 AM »
This mod isn't wholely compatible with nexerlin, is it? I played with adjusted sector and some stuff i changed within the settings file simply didn't take. For example the remnant and ruin stuff. I have only found 4 systems with remnant presence even with

Spoiler
"sectorConstellationRemnantMin":60,
   "sectorConstellationRemnantMax":120,
   "sectorConstellationRemnantSkipProb":0,
   "sectorRemnantPresenceLow":0,
   "sectorRemnantPresenceMed":2,
[close]

(yes i wanted to start the next AI-War with the [REDACTED])

Is there a way to make the mods completely compatible?

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