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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - Watchin_Life_Go_By

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1
Modding / Re: [0.95.1] Onslaught Intensification V0.11
« on: April 17, 2022, 08:52:17 AM »
Permissions?
This won't last without them. You're gonna get a lot of hate for just straight rips of other people's hard work.

2
Modding / Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
« on: April 02, 2022, 01:55:45 AM »
I love this mod its been fun playing with the faction in my current play through. I look forward to see your vision come true. Rip to when you take out the Queen's Underworld bounties, it was funny stealing ships from her own faction.

3
Suggestions / Re: Beholder Station
« on: March 31, 2022, 01:16:37 AM »
Beholder Station definitly should get a bit of an upgrade. I forget it exist sometimes due to how little impact interacting with it does.

4
Modding / Re: [0.95.1a] Valhalla Starworks BETA
« on: March 26, 2022, 09:23:33 AM »
I played with interest in your mod, dear author, and I can say that it is wonderful - but it obviously needs a balance.
I offer a few ideas on how to do this.
1) I suggest not to reduce the cost in flux, damage and other characteristics of the weapon - BUT tie them to a faction mod that is pre-installed in a non-fractional ship. Without it - impose debuffs on the ship.
2) for factional ships, it is necessary to introduce bonuses for flux, its dispersal and the cost of installing weapons, if factional ones are installed. Without this bonus, ships instantly drown in flux and give out DPS below vanilla cheap low tech. Naturally, they die immediately.
3) TOO MANY WEAPON SLOTS on destroyers and above. Large and medium slots can be left - but all small ones must be cut three - or even more times.
4) It is difficult to see the installed weapons. His sprites need to be dyed a radically different color for easy refitting.
In general, your mod is very interesting. But the terrible power of guns and fighters must be regulated by some conditions.
5) I do not see a problem in the terrible power of guns and fighters. I must say right away. But there must be regulation - and the easiest way is through faction reputation and setting hullmods to allow operations on ships and their equipment. as one of the options.

I continue to follow with great interest, you do a great work

Love this mod man keep up the great work!

Like the guy above me I gotta agree, the main gun type armaments should be built in or have a bonus when slotted in to one of the faction ships. Aside from that deplyment cost are way to cheap, along with some of the weapons being a bit to loud. I don't know if the weapons being loud is just me though.

5
Any thoughts for Phase Ships as Submarines?

6
Mods / Re: [0.95a] Holy Covenant of Kemet 0.0.2c (Space Egypt!? Ed.)
« on: November 29, 2021, 02:05:18 AM »
Another Mod to add to my collection. Love your mods man.

7
I gotta say I absolutely love this mod, but I got to ask is there any way to get the Bishamonten? I've been going around for hours looking for it to spawn in markets and fleets but to no avail.

Does the Ship spawn naturally yet?

Glad you like it. For the Bishamonten, I want it to be super rare but I don't have the capability to mod an event for it so I just made it really hard to come by. If you're lucky, you might find it in the Independent and Pirate market or their fleet. I think I find it on a black market once. And as 6chad said, you can always command console it and maybe dump a million cash into the void and assume you bought it.

Damn its that rare. Thanks for the heads up I'll console it in after a few hours of searching again.

8
I gotta say I absolutely love this mod, but I got to ask is there any way to get the Bishamonten? I've been going around for hours looking for it to spawn in markets and fleets but to no avail.

Does the Ship spawn naturally yet?

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