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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 - Nick9

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1
General Discussion / Re: Onslaught is laughably bad
« on: November 25, 2024, 10:06:53 PM »
Cleaned up a few posts. There a line between disagreement and just being rude without adding anything to the discussion; @Nick9, Kronox, please familiarize yourselves with the forum rules: https://fractalsoftworks.com/forum/index.php?topic=2668.0
Was my post rude though... Only useless /shrug

2
General Discussion / Re: STEAM
« on: November 24, 2024, 12:08:35 AM »
Steam workshop is the whole reason I keep most of games on Steam. Keeping track of all the updates of Starsector's mods is a nightmare.

Steam workshop feels like even worse nightmare to be honest, especially when you want to play on a different version, and at least we have TriOS here.

But Steam is good for customers when it comes to buying a game. While 30% cut is insane, at least people living under sanctions would be able to buy it at all.

3
Mods / Re: [0.97a] Combat Chatter v1.14.1 (update 2024-02-18)
« on: September 15, 2024, 02:49:22 AM »
Thank you very-very much!! The mod is fire, btw!!

4
Mods / Re: [0.97a] Combat Chatter v1.14.1 (update 2024-02-18)
« on: September 15, 2024, 12:43:22 AM »
Second question: I've seen the $playerHonorifics flag, is there a something like $playersName?
The term others refer to you as in dialog: 'Sir / Ma'am / <custom descriptor>.'

I get it, that's why I asked if there's a method to use straight up a name.

5
Mods / Re: [0.97a] Combat Chatter v1.14.1 (update 2024-02-18)
« on: September 14, 2024, 12:09:25 PM »
What's the difference between "retreat" and "running" in characters configs? I can't quite figure it out logically, when they proc.

Second question: I've seen the $playerHonorifics flag, is there a something like $playersName?

6
Mods / Re: [0.97a] Random Assortment of Things
« on: September 12, 2024, 02:14:27 AM »
I wish there was a way to get chat strings preview when choosing chatter character on Comradery start.

upd: Combat Chatter\data\config\chatter\characters, there they are! I'm kinda blind, but this might help someone else as well.

7
Modding / Re: [0.97a] Atlas Mk. III
« on: September 12, 2024, 12:04:47 AM »
4th one looking good, kinda shame it won't appear in markets or NPC fleets. It's a bit of a pain to edit CSVs :D

8
General Discussion / Re: Smuggling missions are incredibly pointless
« on: September 08, 2024, 02:08:43 AM »
"Toilet-like stations" XD WHYYYY

9
Mods / Re: [0.97a] Hillock Prototype and Station Tech Pack (v1.2.0)
« on: September 08, 2024, 01:38:47 AM »
That cursed Apogee capital deserves a praise.

But, honestly, seems pretty nice, gonna use this mod in my campaign, thanks!

10
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.2
« on: September 03, 2024, 01:25:34 AM »
Commendable mod and the initiative itself

11
Mods / Re: [0.97a-RC11] More Planetary Conditions 3.5.0
« on: August 02, 2024, 10:32:36 AM »
Is there a way to remove OVERGROWN NANOFORGE tabs from Intel completely? Every one of them uses a separate tab in the general intel menu. (These planets are not colonized)

12
Sometimes it is within sense to import from a far away colony, but yeah, these disruptions are *** with me too. If this mechanic exists because of gameplay reasons, I agree with you that it should not. It's infuriating.

13
Blog Posts / Re: Simulator Enhancements
« on: March 14, 2024, 04:31:35 AM »
Quote
Your forces have been defeated in the last encounter.

Proceed

Shut down the simulation. Good thing you ran it, now you know what not to do. [1 SP, 0% XP]

Now that's just genious!! Would surely be cool to have this option, I'd just love it. 0% is harsh though, if it's 1 SP PER every defeat.


Also I wanna mention that HimeMikohime is a Legend. Thanks for Java upgrade, to both you and Alex!

14
Mods / Re: [0.96a] Tahlan Shipworks
« on: March 09, 2024, 09:45:02 PM »
Haka, fyi, you can technically disable mines and artillery by changing "chance to explode" to 0.00 and setting artillery cooldown to extreme values. Cross-mod settings could be difficult to support due to lack of common core mod, some change might fully brick the compatibility.

Lack of calcium is a funny offense indeed, I really need some features from IndEvo but tend to disable art/minefiels as well. There are fun suffering mechanisms, those in IndEvo are not. Ik it's a wrong thread to talk about IndEvo though.

15
Kawaiisector hype train! ;D

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