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Messages - Toxcity

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Suggestions / Re: Complete the row of weapon groups
« on: February 23, 2023, 11:44:45 AM »
I think another issue is UI space. 7 weapon groups has to share space with fighters and ship systems.

General Discussion / Re: Sindrian Diktat Changes
« on: May 09, 2022, 06:45:35 AM »
I'm gonna err on the side of "Alex knows what he's doing" in regards to the LG skins. Less because "dictators are bad" moralizing, and more since it points toward having to do with additional story content. Like it LG are meant to be mid tier enemies for the story, doesn't that kind of run against making them an elite group (with all the officer skills, elite skins, and s-mods that would entail).

Suggestions / Add a "Incompatible Hullmods" column to hull_mods.csv
« on: March 25, 2021, 01:19:44 PM »
Currently when a mod wants to add a hullmod that is incompatible with a vanilla hullmod, the game allows players to install the modded hullmod first and then install the vanilla hullmod without issue. While you can use scripts to ensure that the modded hullmod is removed in this situation, Story Points mean you could "lock-in" the modded hullmod. This could easily lead to lost Story Points or exploits that aren't supposed to happen. Having incompatible hullmods being handled by hull_mods.csv means that modded hullmods would no longer have this issue.

General Discussion / Re: Is this game dead?
« on: February 28, 2021, 05:14:55 PM »
While Alex is playtesting rn, it's a bit silly to guess how close the update is. Given the amount of stuff that needs a look through (new skill balance, balance of new ships/weapons, typos in new content, etc.) playtesting could last any amount of time.

General Discussion / Re: Is this game dead?
« on: February 24, 2021, 04:52:23 PM »
Given the game isn't dead, I'm pretty sure people aren't commenting since this has basically turned into a vent thread about the patch taking forever.

General Discussion / Re: Is this game dead?
« on: January 26, 2021, 07:42:55 AM »
I'm pretty sure a too fast update schedule would kill the modding scene.

Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: November 08, 2020, 11:12:03 AM »
The current estimate is February next year.

Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: November 03, 2020, 08:05:26 PM »
While I definitely see the appeal of new weapons, but they need a purpose besides checking off boxes.

Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 22, 2020, 08:54:39 AM »
The thing with Pirates as starting enemies is that you have easy access to them, while often having access to a station to repair or refit. Pirate ships are also recoverable letting you build up a small (if faulty) fleet early on.

EDIT: When you hit the level cap, does the experience needed to get Story Points level out? Or does the exp needed still increase?

Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 20, 2020, 07:14:34 AM »
I'm just excited since this patch seems to be giving life to the midgame. Hopefully the fleet composition changes make the bounty progression smoother too.

With all the mentions of changes/additions throughout the forums, any chances of patchnotes?

General Discussion / Ship Orders
« on: September 26, 2020, 08:15:55 AM »
Didn't see this mentioned anywhere, but it seems like we'll be able to order ships without a colony next patch!

General Discussion / Re: Any tips for a pirate playthrough please?
« on: February 03, 2019, 12:31:21 PM »
Pirates will also be getting the Atlas Mk II next version (though don't know how strong that is).

Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 03, 2019, 12:27:19 PM »
I mean Radiant existing doesn't invalidate every ship not named Paragon.

Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 16, 2018, 11:18:52 AM »
That station is looking nice. Great job!

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