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Messages - Delta7

Pages: [1] 2 3 ... 9
1
Mods / Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« on: March 11, 2021, 06:20:55 PM »
I like this mod, but jesus, finding the agent can be frustrating sometimes.

2
Mods / Re: [0.9.1a] Free Stars Union - Arms Race V 1.2 rc2(mini patch)
« on: January 30, 2021, 08:00:22 AM »
The Spike torpedo launcher (small slot) has a strangely high price. Is it possible you added an extra digit in there?

3
Okay, real ***, how did you set the drones to self destruct? I had initially assumed they were like ships, run out of CR then die to malfunctions, but the drones ship entries are almost blank. I'm not sure what the hell I would change to modify their duration.

4
Mods / Re: [0.9.1a] LowTech Armada
« on: January 23, 2021, 08:29:45 AM »
These ships look like ***. I love it and want more of them :D

5
Mods / Re: [0.9.1a] Tahlan Shipworks 0.4
« on: January 17, 2021, 02:57:09 PM »
The Nessie phase cruiser's fuel costs are several times higher than they should be. Currently it requires 13 fuel per light year, I'm fairly certain it's supposed to be 3, which is more in line with the other cruisers.

6
Note: I am playing with mods, but none that should mess with leveling up officers.

7
I have encountered this bug a couple of times, but rarely, when I try to level up an officer, the two skills I usually have to pick from are absent. It usually only happens to one officer at a time, but when it occurs, it stops all future leveling of the officer as no additional skills can be chosen, and the skill tree picks for that officer appear to be saved.

Perhaps you could have an officer with a pending level up have their available skills reset upon loading a save, or restarting the game. That would prevent an officer from becoming permanently locked in this state.

Here is an image of an officer with a blank skill window: https://drive.google.com/file/d/1MY5JI5KlNP7N806_4NPaPUDwLKC0cNEJ/view?usp=sharing

8
Mods / Re: [0.9.1a] Roider Union 0.8.1
« on: April 15, 2020, 08:24:47 PM »
Huh... sorry, I mis-read it as 500 somehow. Still ungodly fast, but less so than Thunders. Anyways, keep up the good work!

9
Mods / Re: [0.9.1a] Roider Union 0.8.1
« on: April 15, 2020, 08:03:16 PM »
I'm really looking forward to seeing this become a full mod, but I do think the interceptors are a bit too fast. They're faster than Thunders, and Thunders are honestly quite unbalanced in no small part due to their speed. It's somewhat less egregious since their weapons aren't a major threat to ships, but they can still screw with point defense effectively. Maybe tone their speed down to ~350, and give them a little more bulk to compensate, ~50 more hitpoints?

10
Mods / Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
« on: April 12, 2020, 10:16:26 AM »
Ah, okay, thank you. I didn't realize there was a separate mod for it now.

11
Mods / Re: [0.9.1a] Pulse Industry (Old: High Tech Armada)
« on: April 12, 2020, 08:30:58 AM »
Was it necessary to remove a third of the ships in this mod? I mean, I get that you're trying to clear out "garbage" and have the mod fit one specific theme, but I actually liked some of the non-pulse industries designs. Stuff like the Caltrop and Colchester were the entire reason I used the mod. High tech shiny blue ships that play exactly like every other high tech shiny blue ship are kind of boring, they don't have the character of the ships that used to be a part of this mod.

12
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14c
« on: February 23, 2020, 11:31:09 AM »
It's a minor thing, but the Bungalow could use a slight reduction to base cost (perhaps to around 95k.) This would allow it to act as a cheaper albeit slightly inferior alternative to the Mora, where as currently it seems to serve no real purpose. Between 90-100k seems about in line with many of the low tech, outdated light cruiser designs, and somewhere in that range would seem appropriate for the Bungalow.

13
Mods / Re: [0.9.1a] Player Station Construction (v3.0.0)
« on: January 31, 2020, 05:24:51 PM »
This is a really cool mod, awesome concept!

My suggestion would be to lower the cost to around 300,000 initially, but then have to pay more credits to expand the station's max size every time the population reaches 100% for the current size, or else have the station remain the same size. I'm not sure how easy that would be to code, but I think it would make it a little more accessible without making it overpowered and lore breaking, since you'd need to invest more resources to grow it over time. It would also keep said station from growing from a few dozen people to greater than the current population of earth all on it's own, which would be a little bit ridiculous.

14
You have three different Mbke rocket launchers. And Every. Single. One. Deals different amounts of damage per projectile. This frustrates me in ways that words cannot properly explain.

15
Suggestions / Tech mining minimum effectiveness setting
« on: September 26, 2019, 03:49:46 PM »
One feature I would much appreciate is an option in the settings file to set a minimum level of effectiveness for tech mining. I can adjust the decay rate of tech mining effectiveness, or eliminate decay entirely, but that makes tech mining perhaps a bit too powerful in the long term, since with time, the player could accumulate a very large quantity of blueprints that way. Instead, could we perhaps get a line that could let the player set a minimum effectiveness of tech mining that it will not decay past? Perhaps 0.1 or 0.2 effectiveness would be a good starting number, that way tech mining is never completely useless which it will eventually become with unlimited decay potential.

Perhaps it wouldn't matter as much as I think it would, but I'd like some sort of reassurance that tech mining is never completely worthless, nor is it the best option on a planet after it's ruins are exhausted.

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