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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Messages - Midnight Kitsune

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1
Yeah, I'm about 98% sure recovery chances are seeded

2
His work is immortalised
What do you mean by this?

3
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 28, 2021, 04:32:35 PM »
I'm sorry but WHAT? Please PLEASE tell me that is a joke! Fortress shield is a MAJOR part of the Paragon's identity. And replacing it with flares seems like a double barrel "F*** YOU!!" to it and those that like it. The ships would have to be COMPLETELY changed in order for the system change to be even remotely worth it
Is joke
(Sorry ;D)
Oh thank Ludd! Don't scare me like that!

Edit: IS it even possible to add a ship system as a Right Click System via a normal hullmod?

4
General Discussion / Re: Ship size vs weapon size
« on: May 28, 2021, 04:27:58 PM »
The weapons are oversized for a reason. IIRC, WAAAAAY back, the current mediums were larges and smalls were those small round rivet looking things you might see on some older ships, like the Onslaught. Alex decided to upsize them because what weapons a ship has determines your response to it partly and he wanted to make them stand out more

5
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 28, 2021, 03:59:01 PM »
Oh yes, the Paragon. *pats nerf bat* I think replacing its ship system with a flare launcher - not active, mind, just the regular kind - would be an interesting sidegrade as well.
I'm sorry but WHAT? Please PLEASE tell me that is a joke! Fortress shield is a MAJOR part of the Paragon's identity. And replacing it with flares seems like a double barrel "F*** YOU!!" to it and those that like it. The ships would have to be COMPLETELY changed in order for the system change to be even remotely worth it

6
Or better yet: make the alt, expanded version default.

7
Heyo! I can't figure out how to fix the jump points in the system i used the first gate scan on. Am i doing something wrong?
You can't. The jump points are stuck like that. It is why the game suggests that you use it on an uninhabited, unimportant system

8
-___-

It will be unless I die, or my life situation becomes much worse in the near-future.

Hope you are doing well. Was planning this as my main MOD.
I guess we will wait until this and Vayra release for my next release.
Sad to say this but I would not wait for THI. Meso is still having home issues and is still caring for his elderly mother, which is suckkng up all of his free time that he use to mod. (More details in the link in my sig)

9
Suggestions / Re: Emergency Call Director
« on: May 01, 2021, 09:08:14 PM »
I like this idea! Most of the time I blow by them as I don't pause when I get them

10
Suggestions / Re: Tempest Nerf Options
« on: May 01, 2021, 08:46:03 PM »
I agree that this feels like we are nerfing the best instead of boosting up the worst. Like Grievous said, Midtech frigates are lame and low tech has just the lasher, which is ok after IAM is removed from the LP lasher. 

11
Near the end of the story, one of the gate tests fails and causes the jump-points to break, so that you can only get out with traverse jump.  When I try to jump out, the text says you need to wait for the jump-point to stabilize.

Are these jump-points permanently broken now?
I think so, yes.
Maybe dev mode can fix them, but other than that, I would assume they are stuck broken

12
If you want to mod out the pather cells, you can set "minInterestForPatherCells" (in the settings.json file) to a number like 1000 and it effectively makes them not spawn

13
Suggestions / Re: Campaign layer AI Improvements
« on: April 28, 2021, 03:24:21 PM »
Perhaps @Alex could explain (to newcomers like myself) why Starsector is the way it is? I think vanilla SS could borrow almost everything from Nex, and still not be about map painting, while being more dynamic (aka, better, in my opinion).

It seemed Alex was saying that improving campaign AI was not a priority, because factions/campaign-AI are just a part of the environment - they are there for the story/writing to make sense. But then, why do we have a player faction? The story makes perfect sense without the player owning half the sector in late game (while being referred to as captain, and needing someone's diplomatic credentials to meet heads of other factions..).

So why not a bit more 4x? Why not have a win condition? Why keep on making those in-game credits if there is no over-arching goal to put them towards?
I think because Alex wants to add in framework and building blocks for the game before fleshing it out with stuff. That's one thing mods don't have to worry about

14
IDing is absolute.
Unless of course you use console commands and this code
Spoiler
Code
runcode for (FleetMemberAPI member : Global.getSector().getPlayerFleet().getFleetData().getMembersListCopy()) {
  if (member.getVariant().hasTag("ship_unique_signature")) {
    member.getVariant().removeTag("ship_unique_signature");
  }
}
[close]

15
Would be nice. It's incredibly lame how storypoint inprovements are just boring +1 production or +1 stability. Doesn't feel like "character doing cool stuff" at all. The only fun one is patrol HQ spawning medium patrols.
And the costs DOUBLE each time too... Total cost for 12 improvements: 8190 SP... >.<

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