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Messages - danando123

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1
Next year :D, will mark the 10 year anniversary of STARSECTOR, and we should have a forum party when next year comes, to celebrate the birth of a game, that frankly, puts AAA game titles to shame, and celebrate all Moderators on the forums, modders, players, and obviously ALEX and his crew!!!
from 26 April 2013 - 26 April 2023!!!


2
Modding / Bounty Range Change?
« on: June 01, 2022, 03:22:41 AM »
Does anyone know how to , or if possible to :
1.Change universally all bounties range, so they well, are rarer to spawn like...to the corner of the galaxy.

2.Have them spawn more locally to player to medium range, unless your in an area where they should spawn, e.g if your near hivers, you get vs hiver and also hiver requested bounties etc?

3. if 2 above are possible, then if it works with all mod bounties, unless preset locations.

ON A SIDE NOTE:

if i was to get into modding, i have an idea for a mod, but wondering if with the coding ability and perimeters of the games code, would it be possible to:

----- implement lendlease feature, where you can lend ships from a faction if your rep is high enough, you can rent their elite and better ships etc, but you have to pay monthly, and if they get destroyed, you still have to pay, or pay a premium one purchase to stop monthly payments
:D
 , imagine running around in a lendlease fleet, that gets destroyed, and you cant make your payments so their corrosponding factions put a bounty on your head ^^, also add like a buy now pay later feature



3
Modding / Re: [0.95.1a] Brandon's Sci-fi Faction Flag Pack
« on: May 21, 2022, 05:46:06 PM »
would you like to know more? :D:D:D:D:D

4
I see a reaper ship, i see download

5
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: May 18, 2022, 11:16:29 PM »
Ships look OP AF, is there a way to disable the hammerhead tho..its too...much....meme ^^

6
Am i right in thinking that this mod will not work with Ship mods such as faction mods, due to the inability of changing said faction mods weapons, ships, fighters etc? in turn will not work means: (unbalanced, as this mod will have different ranges to those faction mods, and also fighters etc?)

Thanks

All of the above.

AO is a beef-up version of vanilla. Most low tech ships will have armor in thousands, HP in ten thousands. Weapon ranges tend to be a lot longer than normal plus fire support mechanics with super long ranges. Crafts also have a higher shield and armor but are more prone to damage from PD. Ship deployment cost has also been reduced somewhat across the board.

If you know how to edit the other mod file then you can change some of the stat yourself. As for which specific, I have no clue.

ahhh thanks for that, so just avoid using faction mods etc with this mod , since balance would get totally skewered lol

7
Am i right in thinking that this mod will not work with Ship mods such as faction mods, due to the inability of changing said faction mods weapons, ships, fighters etc? in turn will not work means: (unbalanced, as this mod will have different ranges to those faction mods, and also fighters etc?)

Thanks

8
Modding / Re: Any auto update?
« on: December 19, 2021, 07:00:14 AM »
I have manual updated them all :D so this is defunct

9
Modding / Any auto update?
« on: December 19, 2021, 05:52:09 AM »
im back after a while from not playing this game, just seen that its updated, i have 100s of mods but i bet they need updated, is there a way to auto update them or, gotta manual check each one

10
Suggestions / Re: Change 'automate' to 'admiral mode'
« on: May 30, 2021, 07:09:21 PM »
RTSsector would probably be what we are wanting to exist :D  be able to move ships around like total war games :D where your the spectator admiral lol

11
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: May 24, 2021, 10:30:50 AM »
I was wondering, will we not be getting any sneak peeks? like uhm, Dev Diaries, etc

I'll write a blog post! ... at some point in the not-too-distant future. Already know the likely topic, but want to get further with it first.


Awesome @alex, i was also wondering, because the game takes a while to load when you have tons of mods, if there is plans to make the game load quicker to main menu, i don't do coding etc., so i guess its hard to do, and guessing that at the start loading bar, its loading all of the mods every time on startup :/ Thanks for all your hard work @devs

12
amazing :) I'm impressed, though i do hope you make this a faction 'based on', rather than 'be' the UNSC to but other than that, good work

13
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: May 11, 2021, 06:21:47 PM »
I was wondering, will we not be getting any sneak peeks? like uhm, Dev Diaries, etc

14
Mods / Re: [0.95a] Cooperative Multiplayer Combat v3.7 (2021-04-29)
« on: May 10, 2021, 01:11:26 PM »
Not useful to me, but is PRETTY COOL! if only there was online multiplayer LMAO, like 4 player coop where each has their own fleets etc

15
Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
« on: May 10, 2021, 01:01:00 PM »
+1 for Update to 0.9.5

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