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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 - cake

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1
Mods / Re: [0.96a] Hostile Intercept (and Autopause!) 1.3.3
« on: December 25, 2024, 11:06:07 PM »
I have a slight pet peeve, this pauses the game way too often on anything being detected, not just hostile fleets, can we have an option for it to wait until a fleet is actually identified as hostile, or even have it cheat a little, and only activate if a fleet is genuinely hostile when detected?

2
Blog Posts / Re: Anubis-class Cruiser
« on: December 23, 2024, 03:10:35 PM »

Hmm, probably not very well? It has a strong (0.6) shield and its armor is not great.

My thinking here is to just remove the shield to get rid of overloads- you can be riskier with no shield to overload

3
Lore, Fan Media & Fiction / Re: Role of Slavery in the Persean sector
« on: December 21, 2024, 01:26:41 AM »
In addition, killing people on spaceships is probably pretty easy, even when they’re as absurdly advanced as starsector spaceships. It just doesn’t seem like a viable idea, even if you’re running some sort of computerized access system

4
Blog Posts / Re: Anubis-class Cruiser
« on: December 20, 2024, 11:52:26 AM »
3 heavy energies, temporal shell- man I see why it's so heavily nerfed
I wonder how it'd go shield shunted

5
Mods / Re: [0.97a] Unofficial New Game Plus 2.3.0 hotfix(2024/5/22)
« on: December 16, 2024, 04:13:02 PM »
yes they stack, but even with I think it's omega, the 12% tidi barely makes a difference.

6
Mods / Re: [0.97a] Better Combat 0.3.13
« on: December 13, 2024, 07:26:13 PM »
slight issue, with default settings, DEM's get absolutely Slapped down because the range of pd increases way more than the DEM's range
it actually looks like the DEM's range does increase, but the range at which it decides to engage doesn't. they also end up prone to slamming into their targets before they're finished firing
squalls also seem to have a complete failure to functionally aim as well

7
Mods / Re: [0.95a] Combat Alarm Sounds mod v1.4
« on: December 13, 2024, 05:59:44 PM »
I just want to say how absolutely essential this mod is for both immersion and actual gameplay. I cannot overstate enough how good this mod is

8
Modding / Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« on: December 13, 2024, 05:41:20 PM »
furry stuff ain't my thing, but oh man I just know some of my friends will kill to get their hands on this.

9
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: December 13, 2024, 04:04:14 PM »
this is incredibly cool. I love making the world more alive and dynamic, however to that extent, I'm curious if you want to move somewhat beyond the bounds of M&B- we're talking a shattered highly advanced society after all- I can totally see like the church or pirates engaging in feudalism(but the church may also lean towards a more theocratic version of a state), but I'd also love to see an expressly capitalist company hierarchy for say tri-tach, or a more dictatorship esq style of government for the diktat- I'm also curious how this plays with something like strategic AI that provides more intelligence to factions, and AOTD where technological progress and like the commision expansion works
(personally I am forever in love with the star federation, and cannot seem to tear myself away, but lords definitely wouldn't fit there- maybe like elected governors or something? IDK, and I don't actually 100% know how that government works)
I think the league would be particularly interesting for it's own style of government, since it's collection of individual enities but is controlled by one person more or less - one cool thing to see would be in factions that don't have landed nobility for unelected/out of the loop politicans and so on drifing around looking for a chance to get back in power- it would be very cool to say depose someone in power in exchange for helping someone more favorable to you into the seat

10
Lore, Fan Media & Fiction / Re: Radiation and EVA in starsector
« on: December 11, 2024, 11:39:37 AM »
Up until the point where you can’t move because your suit’s a meter thick- mass doesn’t stop existing in microgravity either- you still have to move yourself. Then again, idk, maybe it’s more realistic to do that after all

11
Lore, Fan Media & Fiction / Re: Radiation and EVA in starsector
« on: December 11, 2024, 08:07:40 AM »
Most radiation that turns other things radioactive is neutrons; alpha, beta and gamma induce radioactivity much, much, much less often. Given that basically all of the radiation sources seen in Starsector (outside of irradiated planets and pollution) are primarily alpha-beta-gamma sources (to be clear: stars), there wouldn't be much induced radiation. (no, neutron stars do not emit significant amounts of neutron radiation) Plus, given how larger ships have more maintenance costs, it's possible that whatever does degrade due to radiation gets swapped out with maintenance anyway.
there's not just stars, we have ships running on antimatter drives and antimatter weapons being thrown around, as well as whatever energy weapons spit out- you might have a point though, I did a quick check, and it seems like most of what antimatter produces is electromagnetic radiation and quarks of various kinds- I don't actually know what free quarks would do to matter personally,

12
Lore, Fan Media & Fiction / Re: Radiation and EVA in starsector
« on: December 10, 2024, 05:17:57 PM »
Ionizing radiation, got it.
A protective layer of lead, polyethylene and boron for your unfortunate crews, or remotely operated drones.
I’m not referring to anything relating to the interiors of ships. I’m talking about how ship hulls would be horrifically radiologically dangerous to anything near them from all of the radiation sources they’re exposed to. But we also know crew do EVA, so there has to be a way that it doesn’t cause massive life shortening during every point where you leave the ship

13
Lore, Fan Media & Fiction / Re: THE SHADOW WAR BETWEEN OMEGA AND THE MUSIC
« on: December 06, 2024, 05:33:20 AM »
this is interesting. I came to some of these conclusions myself, and others completely not- I'm a strong believer in the player is an ai theory, what with how the music affects you and so on- anyway, I always assumed that the ai aren't hostile to humanity at all- for a number of reasons, hell, I actually kinda think that the dominion was partially omega level driven. do you really think that humans built the gates? or the hypershunts? or any of the other insane domain tech? we know that the domain heavily used AI behind closed doors. I don't think the entire domain going crunch suddenly ala crying suns makes sense to me either- I think they're still out there, and the war concept actually lines up with that quite well- I did definitely think that phase/hyperspace stuff was something being weird, although I think it's something to do with phase space more than the gates and hyperspace.
additionally, I'm pretty sure ludd was an ai, and slash or even is the player-
either way, it all lines up pretty well.
and yeah. if there's a galactic war going on out there, and the local omega as a whole want to keep the sector out of it for (probably) safety, controlling the hypershunts is a good way to do it- I guess they can't sit on the gates because they're a lot more traveled.
I honestly kinda thought the dominion was going to be the big evil though personally. dunno.
there's also the guardians.

14
Lore, Fan Media & Fiction / Re: Radiation and EVA in starsector
« on: December 06, 2024, 05:03:34 AM »
=_=


radiation hot- not sexy or red hot

15
Lore, Fan Media & Fiction / Radiation and EVA in starsector
« on: December 06, 2024, 02:48:00 AM »
so ships in starsector are extremely advanced, and have very effective armor. they also have shockingly powerful engines. however, people also make EVA trips, and this brings up an issue,
The outside of starship hulls are going to be horrifically radiologically hot thanks to the environment- nuclear/antimatter detonations, energy weapon fire, diving into suns, and so on- reapers exist, and I believe it's mentioned that energy weapons aren't particularly clean. not to mention the fact that ships are flying around on antimatter torches.  so how do we avoid EVA causing fatal radiation exposure from your own ship?

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