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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - jojo67373

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Mods / Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« on: December 01, 2024, 12:27:23 AM »
Really handy stuff!

The name "CompV" is really funny if you have watched 'The Boys'.

Would you consider add another utility to refine metals into ingots?

2
Mods / Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« on: November 01, 2024, 12:39:59 PM »
On which type of planet can one create the hidden arcology? Tried some, found none so far.
IIRC you can only build it on Volcano worlds that aren't Volcano worlds currently.

I.e. nowhere.

lmao so why it exists has anyone figured?

3
General Discussion / Re: Fighter guide for 0.97 by Seafood
« on: October 29, 2024, 03:52:43 AM »
Thank you. Very well written.

I agree that converted hanger (CH) spam is more DP efficient than dedicated carriers for non-bomber fighers. Since CH allows for one LPC per ship, would a combination of wolf pack with CH work? For example, Lance Sunder+ Gladius/Broadsword?

4
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: October 10, 2024, 06:43:45 AM »
Brainstorming for a Executive Officer for Colonization:

Tier I generic skills (all colonies):
Resilience to Extreme: 10% reduction of Hazard Rating if planet HR > 150%, 25% reduction if HR > 200%
Efficient Interstellar Infrastructure: accessibility + 5%
Efficient Budget: upkeep -5%


Tier I governor skills (managed colony)
Efficient Associates:  governed colony cap +1
Efficient Social Engineering: stability + 2
Efficient Security: spawned fleet size + 1, quality +1

Tier II (require four Tier I)
Pick one only:
Efficient  Economy (all colonies): income + 10%
Efficient Industry (governed colonies): industry demand -1, output + 1

5
What buildings are counted as military/ industrial with regard to the effects of Governance types such as Monastic Order and Corporate Governance? Is it possible to display a list of affected buildings while hovering over the government icon?

6
Mods / Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« on: September 20, 2024, 10:21:20 PM »
Ohhhhh thank you so much for the quick response!
That makes sense now. My intuition was to find it in fleet management lol.

Thanks for the mod and support!

7
Mods / Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« on: September 20, 2024, 11:50:23 AM »
How does one create a new detacchment? Could't find any button in the Fleet menu. See screen capture below.
<a href="https://ibb.co/M9Rhnh4"><img src="https://i.ibb.co/M9Rhnh4/1.png" alt="1" border="0"></a>

8
General Discussion / Re: Support doctrine, wolfpack and frigate armor
« on: January 16, 2022, 05:39:12 AM »
Quote
Wolfpack bonus also being tied to officers pushes eco options out for the high DP, high impact ships that are pretty good at staying alive(and doing damage) anyway.

My headcanon for Wolfpack is Scarab pack with aggre officers (Helmsmanship + Combat Endurance + System Expertise + Gunnery Implant).
Commo with Coordinated Maneuver you got insane fleetwise top speed and mobility.
High mobo Scarabs almost never dies and you got the full benefit of Wolfpack skill.

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