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

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Messages - Foraven

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1
General Discussion / Re: Thoughts On Destroyers
« on: June 17, 2023, 08:15:43 PM »
Destroyers are much more durable and have way more firepower than frigate. Yeah they lack the mobility to get out of arm way but when equipped properly they can murder opposing frigates and stand up to cruisers, at least the ones that don't massively outrange them. But I agree they don't fair well against cruisers and capitals than can rush them...

2
General Discussion / Re: Some things i learned about ship design
« on: June 12, 2023, 04:43:46 AM »
And if that ship is meant to have an officer commanding it, it's a good thing to fine tune the ship with that officer skills in mind. When a ship loadout synergize with the officer skills it can become an unstopable killing machine.

Yeah, some players see officers like an add-on to their ships, but personally I design my ships around the officers I have...

3
General Discussion / Re: Transponders, pirates and independents
« on: June 11, 2023, 03:28:37 PM »
What is sillier is how fleets can know who you are or remember if they ever cought your transponder before you turned it off, but starports don't. You may turn off you transponder right next to the station or planet and they won't know who you are or prevent you from docking. I find it is way too easy to do raids or use the black market because of that, you don't even need to try to be stealthy if no fleet is around...

4
General Discussion / Re: losing money monthly
« on: June 11, 2023, 03:12:51 PM »
Also, check if you have ships or other things that cost you storage fees, like ships and weapons bought from the arms dealer or stuff you left at Ancrya during the tutorial (and other places). It can get quite expensive to forget about things you may not even remember having...

5
Same problem for me  :-\

6
Any news on the next version?

7
General Discussion / Re: The problem with ship mods...
« on: June 05, 2023, 03:14:29 PM »
I did check the mods I am using and they all have set their hullfrequency... But as far as I can tell, that only affect what you will see in the faction fleets, not what heach of their worlds will sell. Unless I am completly mistaken, what we can see for sale in markets is affected by "tags" and "rarity" in ship_data.scv. Is there anything else that could influence it?

8
General Discussion / Re: The problem with ship mods...
« on: June 04, 2023, 05:36:22 PM »
The good news is that once you know which ships are too common for you, it's easy to go into the mod files and change availability. It would be nice to have a mod that would enable us to change this on the fly though. Maybe something with a GUI like what LunaLib does.

That would be cool to have a GUI for that.

Quote
For now you can do into starsector/mods/"your mod"/data/world/factions/"desired faction".faction
Open the file with any text editor.
Then change the numbers under "hullFrequency" for each ship you want to change for that faction.
It might take some attempts before you're satisfied with the result. If the number is set to 1 (it can be higher) and you see the ship everywhere, in my experience you might need to go anywhere from 0.5 to 0.1 to make the ship actually rare. Just don't mess with the commas of formatting, or it will cause problems. Might want to backup the file elsewhere first.

I will check that out, thanks.


9
Mods / Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
« on: June 03, 2023, 12:59:21 PM »
How is the new update going?

10
General Discussion / Re: The problem with ship mods...
« on: June 03, 2023, 08:10:25 AM »
I think it's a major issue, at least for me. There are a lot of cool mods that add interesting ships, but they are a mess when it comes to the market. I have spent a lot of time fixing them so I can start a new playthrough with them.

11
General Discussion / Re: Storyline Feedback Thread [SPOILERS]
« on: June 03, 2023, 08:04:58 AM »
I haven't seen all the questlines yet, but from what I seen I really like how well written they are. I don't know how difficult they are to make but I wish to see more of them in the future for sure.

Is there any quest line that are specifically for Tri-Tac or the Hegemony or just what we have with the Academy questline?

12
What does control what ships are sold and where? I want to understand what can be done with several of the mods I am using that either their ships are not sold anywhere or they end up so common that they replace vanilla ships on the market. I have played a mostly stock game of 0.96a and never had a problem finding ships... But some mods just seem to flood the markets once they are added and vanilla ships are no where to be seen...

13
General Discussion / Re: The problem with ship mods...
« on: June 02, 2023, 02:02:30 PM »
You could fight mods with mods?

[0.96a] Stellar Networks by Jaghaimo https://fractalsoftworks.com/forum/index.php?topic=20836.0 is an in-game query to search markets from a distance. You can even query for specific ship hulls.

I already use the mod. It's the way I can know that there is a problem with availability of ships once some mods are added...

14
General Discussion / The problem with ship mods...
« on: June 02, 2023, 04:08:53 AM »
I have been playing this game for a while and I really like to try out mods... But one thing that bother me is how most mods involving ships did not adjust their availiability (ie rarety). This result in markets and fleet composition to be flooded with modded ships (often the crappy ones) and the vanilla roster to be really hard to come by. Heck, when you have multiple ship mods installed, sometimes it can be really hard to find a ship you like, be it vanilla or not. Also, since 0.96a, no nations has access to all the generic BPs like low tech, midline and high tech, many mods did not bother to specify which vanilla faction has access to what so many of the modded ships are just availaible through blueprints or arms dealers...

15
A lot of mods have this problem, especially those that have not been updated in a long time. Another thing I noticed while trying to fix those mods is that rarety is not defined in most of them. The problem that it cause is the ships from those mods are way too common once they do appear in a market, often making vanilla ships extremely hard to find.

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