Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Antichrist Hater

Pages: [1] 2 3
1
Mods / Re: [0.96a] Console Commands v2023.05.05
« on: February 10, 2024, 05:17:48 PM »
How do I get this mod working on the latest version?

2
General Discussion / Re: Insulated engines s-mod bonus is pretty neat
« on: June 15, 2023, 04:47:01 AM »
I think with the added +10% hull integrity and +200% engine durability this s-mod is a must have for all your capitals, if not your whole fleet!

3
June 13, 2023 Update:
Display Techmining Multplier; if the text is bold, the ruin has not been explored
Download Link: https://drive.google.com/file/d/1qx5YzQr1tipT050XsnR0UMKDG6m5nBva/view?usp=sharing
It says I need to request access with the googledrive link

4
General Discussion / Re: Worth colonizing or better keep looking?
« on: June 11, 2023, 08:59:26 PM »
Farmlands is very profitable and even more so if it's eligible for soil nanites. It sounds decent. The other planets however will put you in a debt spiral until they are a size 6 colony and even then they might not break even.

5
You can get Very High importance contacts in vanilla by giving the [REDACTED] to Base Commanders since it guarantees a contact to be made. At least with the Hegemony and Path.
Interesting. I'm going to try this when I unlock the skill.

6
There is also flavor text on the bar missions giving some clue as to how important the person is.
Can you elaborate or maybe post a screenshot? I still haven't got a very high importance contact yet despite hours of bar missions.

7
Interesting. In regards to tech mining might it be possible to add if a planet has already been mined & exhausted by the player previously?

8
General Discussion / Re: Clipped Wings - An Eagle Thread
« on: June 03, 2023, 09:36:49 PM »
Thoughts on this build? The 3 Heavy Machine Guns and the 3 Ion cannons fire at the same distance due to S-mod Integrated point defense AI and the Elite Point Defense skill.
I assume it would be at the same distance that an Arbalest would fire at if I replaced the heavy machineguns yet the kinetic dps is significantly higher with the Heavy Machine Guns. The Ion canons will disable and flameout the enemy but do no damage (same as the small IR Pulse Laser) yet allow you to go in for the kill with the Phase Lance, which is only slightly less range than the other weapons.


9
General Discussion / Re: About Commerce industry
« on: May 31, 2023, 04:20:18 AM »
25% + 25% (story point) + 25% (alpha core) + dealmaker, I'd say it's very worth it. Obviously not on barren planets where you are refining and producing fuel but other habitable planets that can have light industry + freeport synergizes well with commerce.




10
General Discussion / Re: 0.96a World seed
« on: May 28, 2023, 09:57:33 PM »
Pretty nice after a month playing on and off. I haven't even explored half the sector. The debt spiral I was in was pretty vicious before I reached level 6 population and cut a deal with the panthers. Honorable mentions to the weak desert planet with poor farmlands make $78,000 a month due to soil nanites!

MN-8905210295368975240




Spoiler






[close]

11
General Discussion / Re: Base Legion is now quite strong
« on: May 23, 2023, 09:34:18 PM »
I like the idea of having Ballistic Rangefinder on the base legion with it's two large slots firing 900 range HE guns and the small front mounts firing light AC at 900 range. 
However I couldn't get it to work flux efficiently.
The XIV legion however, with it's 5 heavy machine guns in the medium mounts with elite Point Defense and light mortars on the front slots with two Cyclone reaper launchers has been my flagship for a while now. It cannot cope against Gauss cannons in the slightest however being so underanged.

12
Modding / Re: [0.95.1a-RC6] CryoHarvesting Facility
« on: May 16, 2023, 11:40:20 PM »
I don't suppose you could create a standalone mod that adds a little harvested organs to the cryorevival facility if free port status is activated could you? Your mod is almost what I'm looking for but not quite.

13
General Discussion / Re: 0.96a World seed
« on: May 13, 2023, 04:28:07 PM »
Vanilla RC9
MN-8905210295368975240
Epsilon Michon, the yellow star in the images I posted below has a cryosleeper in system.

Spoiler

[close]

Spoiler
















[close]

14
It would appear that habitable moons around a gasgiant are no more for Duhzak. It's finally been patched out. You can still get decent planets just no farming (I think, maybe you could get a desert world with -1 farmlands).
We should all seek out a system that at least has a hypergate.

15
Thank you for the images. I didn't think of putting a missile on it to compare ranges.
>The LMG has a range of 500 (benefits from ePD but not BRF)
Well that's lame. Why would it not have the +100 from ballistic range finder? I would have hoped they would both work together for a nice 600 range.

Pages: [1] 2 3