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Starsector 0.98a is out! (03/27/25)

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Messages - Crimson Spirit

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Mods / Re: [0.97a] Unknown Skies 2.0.2
« on: November 26, 2024, 01:29:24 PM »
Bro, I can't thank you enough for bringing this beautiful mod back, I keep telling Alex this needs to be baked in core game! LOL!

Thanks so much and looking forward to see what you might do with it to make it even better, gg

2
This isn't really a modding question that is too minor to warrant its own thread

I just wanted to take a bit of time (and space -teehee) to thank you Alex (and the rest of the community) for the making and devotion you have for this masterpiece, it's truly inspiring

GO SPACE NERDS!

3
Mods / Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« on: November 08, 2023, 11:46:26 AM »
Wisp should pick this mod as well :/

It's too good to sit on the shelves!

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Mods / Re: [0.96a-RC8] More Combat Terrain Effects 1.3
« on: November 08, 2023, 11:25:32 AM »
Does this affect planetary combat in Nex? Also, is AI aware of these changes when battling (does different skilled Pilots behave smarter/dumber about it?) If not, maybe it should :p



Nice mod though!

5
Mods / Re: [0.96a] Ore Refinery v0.7 - 05/06/23
« on: November 08, 2023, 11:14:27 AM »
Forgive me for replying late, I had irl things I was plunged in

So here is an interesting update for my problem, it seems that I wasn't smelting enough to make the commodties, I have tested this further was successful this time in making both Palladium and CompV, the mod works (my bad), then again my I updated Magic and luna libraries so maybe that was my problem (uneducated guess)

I do have a couple of questions though

Is it normal that markets don't sell these commodities on their own in a bulk form? (I did notice that after selling CompV it seemed to have been used in the colony, possibly as normal Volatiles that got disseminated from the market?)

And is there a way to turn them back into their original materials? Because for example once I turned the volatiles into CompV I couldn't use them for the Neutrino Detector ability

Again sorry for the confusion earlier

6
Mods / Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« on: November 08, 2023, 07:29:47 AM »
Help, When I started this mod in my playthrough at the beginning I saw pet stores and pets etc., but after a while the pets and the pet stores disappeared, I can't see any of them anywhere ever

Also when I click on the mod in Version Checker it says the installed version is v3.3c while the online version is v3.2a and that "the installed version is ahead of remote version" even though I just downloaded the current v3.3c version from the main post

brain is starting to warp, please advise


7
Mods / Re: [0.96a] Ore Refinery v0.7 - 05/06/23
« on: October 24, 2023, 06:28:43 AM »
Hey, I love your mods, they're very cool

But I seem to have a problem (not sure if this was asked before, if it was forgive me), but I was trying to smelt Ore into Platinum Bars, my Ores were all gone and I didn't get a single Platinum Bar in return, I had tried to smelt a bunch and nothing
Am I doing something wrong?

Edit: Now that I think of it, I don't think I've seen a single Platinum Bar in my entire playthrough so far (around 20 hours in)

8
Mods / Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« on: August 08, 2023, 03:06:32 AM »
An absolutely core mod for me, I hope we get to see a new update, the varieties this mod presents makes exploration in this game 10 times more enjoyable for me

9
Suggestions / Mining fields
« on: May 01, 2021, 05:36:41 PM »
It would be nice to have fields that are around like Debris Fields, but instead would be new entitles of floating minable rocks (similar gameplay to the floating rocks in combat space floating by), ones that take less damage from Mining Lasers while yielding most irons/trans/etc installed on ships

10
Suggestions / Blackholes and stars need an immersive buff
« on: May 01, 2021, 05:32:09 PM »
So the current design of blackholes is.. Well suck you into them and, well.. That's it, I saved before going in and needless to say I got dissapointed lol

And stars need to be scorching hot against armor and hulls because if something has a 15 million degree scraping against metal, you best believe it will melt waaay before contact lol, maybe to counter that a certain ship can have a special mod that allows the fleet to approach with less % damage, stackable effect even

As for blackholes I think that when a player gets closer to them, CR degradation should increase exponentially because well... Time and space! And speaking of time, it would be more challenging/realistic if In-game time starts to rapidly increase or even skip days the closer a player gets to a blackhole

11
yesss, 100%

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Suggestions / Planetary expansion
« on: April 26, 2021, 10:37:37 AM »
If there was one thing I think is missing in SS is an expansion on planetary gameplay, I'm thinking a whole RTS element of base building, manufacturing assets and weapons and training armies, but I think that's a long stretch, so instead maybe have a different approach on how planetary combat works, one where planet combat would look more like the space combat side when defending/offending in real time, ofcourse spreadsheets and text reading has its own merits, but imagine docking to a spaceport or landing a space freighter onto selected planet to explore/unload metals for construction purposes, or putting those marines and heavy armaments to good use in a battlefield, for balance sake say every 10 marines or 20 will equal 1 unit on the battlefield of a player-selected class (sniper, heavy soldier, medic, light scout etc.), or every 5 heavy armaments = one mecha or a hovercraft/boat etc.

Ofocurse it will be challenging considering how many different types of units will need to be introduced and how they will come with their own set of unique technical challenges or planetary debuffs like in hot planets, cold planets etc, heck even a proper background for said planets that reflects the star system they're in (pulsar systems) from an artistical view, but it adds a whole new depth level that isn't even mandatory if some don't want to do it and prefer to "spreadsheet it" like the current system does it, which is also fine

It's a huge step but in my mind this is all that's missing from a near perfect game


I'd love to know your thoughts on why if that isn't a good idea in your opinion and/or how to improve on it

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