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Starsector 0.98a is out! (03/27/25)

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Messages - RASTIL

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1
Mods / Re: [0.98a] QoL Pack 1.4
« on: May 17, 2025, 09:58:01 PM »
Hello, how can I turn off refire indicator? I don't like it blocking the view of my ship

2

CONTINUING... Now, I don't want to offend anyone in this statement... But in some circles giving these kind of straight up buffs just for being of a certain faith may appear... Kinda... Uh... Politically incorrect. Cause it technically qualifies as mystifying a certain group of people... Starsector fortunately gets away scot-free cause Luddic religion isn't any real religion but a mix of several different aspects... But still...


Oh my God! That is so problematic! Developers truly shoudl be in jail for such insensitivity! Quickly go report that vile game to police.

3
Since you just let AI pilot, maybe a long-range brawler? At least in my fleet it tends to not get killed and just does "something" as a small support. 100 base speed. I believe extended shields are a must as it has no PD and any emp to the ass is a quick death for a frigate

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Announcements / Re: Starsector 0.97a (In Development) Patch Notes
« on: January 20, 2024, 04:55:45 PM »
If unthemed Weapons Collection https://fractalsoftworks.com/forum/index.php?topic=27074.0 accomplished showing actual weapons stats, then it shoudl mean it's possible, no?
I fully admit i have no clue what I am talking about.

5
Mods / Re: [0.96a] Unthemed Weapons Collection 0.61 (8/27/23)
« on: January 20, 2024, 03:20:08 PM »
My main issue with this is that the mod's mining laser does not work for nexerelin mining, other than that cool mod (especially updated stats)

6
After testing out all the versions I like lvl 20 cap the most (non rapid). Anything more and i feel guilty lol. Quess I am just jelous of my officers red skills after all. Great mod, never had any problem with it.

7
I do not think i messed with average bar events, but with my stellar memory I can't answer with 100 % conviction. It "shoudl not" be a bar hopping thing, as I took notice to it when after about about 3-4 expeditions (what i mean is a lot of time passed) I realised I can't get any bar quests that aren't from this mod.

I got rid of "more bar missions" as with it, i had multiple SL events on every planet and that was just too much. I don't think i got anything else that woudl do anything to bar events. I was on level 17, cycle 209 i think. I wrote the post after confirming my suspicion by simply playing the next run turning off only this mod, so far to cycle 211 without that isssue. Sorry for not being any help.

Anyway once I'm done with current run i'll try again with SL and see if it persists. I allready miss it.


8
General Discussion / Re: Where do i put this level 7 officer?
« on: January 17, 2024, 03:32:55 PM »
Thank you all for your wisdom, i'll put him either in executor or conquest whatever comes first. As I am playing with "officers can die" option from nexerelin there is no need to just toss him outside the airlock, if he's unworthy he'll be gone either way.

9
General Discussion / Re: Where do i put this level 7 officer?
« on: January 17, 2024, 05:26:17 AM »
Many tanks i completly forgot onslaught has thermals built in

10
General Discussion / Where do i put this level 7 officer?
« on: January 17, 2024, 03:45:48 AM »
So i've found this crazy officer in deep space, but i've no clue if there even IS a vanilla ship that coudl use all those skills. Combination of ballistics, energy, and missiles. Can you please point me toward a ship where those skills ain't wasted?

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I like this mod a lot, especially that crews start a riot whne they are "stuck with a dumbo that leads them to explosion all the time".
Unfortunelly I had to remove it as i suspect it somehow messes with my bar missions, after some time i had either NO missions in bars, or only stuff related to the mod like listen to animated storyteller.   :'(

12
Mods / Re: SMOL: The big mod manager & utility
« on: January 05, 2024, 11:36:06 AM »
The version on first page is outdated, i was quite confused when i coudl not find the "new features". Thanks to you i can now quickly delete certain things made by mentally ill communists. Great stuff.

13
General Discussion / Re: Reccomended ship/faction mods?
« on: January 04, 2024, 02:03:37 PM »
I would wholeheartedly agree with Phenir's recommendations, there are just a few utility mods I'd add to the list.

Combat Chatter Your ships will have a bit of written banter during battles. It's all over the place, with some references to movies and other games as well, but I use it for just about every game.

Combat Radar You'll get a radar in the bottom right corner during battles. That's it.

Quality of Life (QoL) This one does a few helpful stuff: turns off transponder automatically once you enter Hyperspace, displays the ship system's name if you use it and helps with the use of Omni Shields, letting you fix it into position or automatically follow your target, etc.

Oh, and if you've already started with a game these mods can be added to ongoing games as well.


Many tanks to you too!

14
General Discussion / Re: Reccomended ship/faction mods?
« on: January 04, 2024, 12:15:52 AM »
Thanks you! You've really put your heart into this. Downloading immedietly.

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General Discussion / Reccomended ship/faction mods?
« on: January 03, 2024, 01:03:26 PM »
Hello, I am a little overwhelmed by the sheer amount of content mods. Which woudl you reccomend? At least "somewhat" balanced please, i've seen some ridiculous stuff on youtube. I just don't want to restart a playthrou after finding out I added something with 5x the power of vanilla equivalent. Also feel free to tell me which mods woudl you avoid  :)

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