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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 - Bloodbath

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Suggestions / Ship System/Defense Systems
« on: August 07, 2024, 08:03:44 AM »
This is mostly a thing for modding but, would it be possible to edit the code of the existing ship systems to make the majority if not all of them usable in the defense system slot? I am not much of a coder but I looked at the code for canister_flak vs flarelauncher and the difference seems like it is pretty small. At the very least it would be awesome if you made simple systems like this usable in the defense slot. Would greatly appreciate it and I imagine it would help out a good few people besides just myself!  ;D

2
This is kind of a shot in the dark because realistically I don't expect you Dev's to make what is probably a decently big change just for modders to jump on but, a man can dream!  ;D (This is also something more intended for scripted encounters as I am sure doing this for random encounters would be a huge undertaking and would change how the game plays a good bit.)

Basically I think it would be really cool if the game could handle more sides in combat than just 2 so that I could do something like; you track down a High Value fleet with an experimental ship you want to get your hands on, you engage the enemy and as the battle starts one or two additional fleets jump into the battle from the sides to also attempt to claim the prize. (Just a little example scenario) I could see myself getting alot of use out of this functionality as well as other modders and even could be used in the base game if you think up a good mission idea for it. Watching something like the Hege, Diktat and TT fight over something the player also wants would be very fun indeed.  ;) Just something this gamer/modder would love to see in a future update! Have a great day whoever reads this <3

3

do you have a version of this with set boundaries, aligned weapon and engine slots, and set shield distance, etc.?
I think this could make a decent Sindrian Diktat cruiser.

I'll just make up some *** about it being a bootleg Tri-Tachyon blueprint from before the Collapse that TT successfully eradicated the users of, and then sold it to Sindrian Diktat long after

ps. actually. A different question. Is it ok if I take this general shape and idea of a ship and ask someone to rizz it up a little so that it's less obvious that it's made from Paragon parts?

If you read the fine print below that image it says NOT to ask for permission..

4
Suggestions / Re: Mechs!
« on: May 16, 2024, 03:46:43 AM »
Space mechs without legs exist >.>

5
Suggestions / Mechs!
« on: May 16, 2024, 02:44:31 AM »
Do you have any plans to add mech type fighters in the future? Mechs for ground battles already exist in the heavy armament picture, would love if you add some to space battles as well!

6
Bug Reports & Support / Re: 0.96 Download Link Gives 0.97
« on: April 07, 2024, 09:10:04 AM »
TY! Sorry for wasting your time x.x

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Bug Reports & Support / 0.96 Download Link Gives 0.97
« on: April 07, 2024, 08:18:09 AM »
Old release links give the old versions except 0.96 is giving 0.97 :(

8
Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: November 19, 2023, 01:04:42 AM »
Is there going to be an update to this mod, it's one of the coolest looking mods?

I have been playing this mod for about a week now with only the mod_info number changed and it has been working for me fine, There might be a bug/crash in there somewhere but I havent ran into it yet.

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Modding / Re: [0.9.51a-RC6][WIP] San Batavia Republic 0.1
« on: March 24, 2023, 10:47:43 PM »
Very excited for the reveal  ;D

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