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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Kanil

Pages: [1] 2 3 ... 5
1
Mods / Re: [0.97a] Diable Avionics v2.8.4
« on: March 07, 2024, 07:56:53 PM »
really, the only winning move is not to play. there are no laws or bribes forcing you to give people attention if you don't like what they're doing

I agree with this. I don't really know what the drama is about, and I can't say any of the acronyms in these posts ring a bell. You've made your mod seem quite untrustworthy, while in the process introducing me to the existence of mods you find offensive and do not want others to use. That seems counterproductive?

2
why would being abhorrent to technology make ur farming industry better???

Gameplay? It's a choice the player can make, get a bonus but limit the planet to farming and light industry, or forego that bonus to get mining/etc.

If you're looking for an in-universe explanation for why, I don't have one. In general the game prioritizes gameplay over making sense if making sense is less interesting, and this is far from the most egregious example.

3
The Luddic Church is a more agrarian society, given their abhorrence towards technology, so at best I'd think they'd only give bonus food and maybe mining resources.

The bonus turns off if you build any industry other than farming (and light industry, afaik?), so in practice it basically is just a bonus to farming. I don't see it as a problem.

4
Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: August 31, 2023, 10:22:14 PM »
Are the Anchors going to be random drops, or guaranteed in... some fashion that we'll find out about at release? I feel like if they're random drops, getting both of them will be more frustrating than anything else, really -- but I'd imagine you're already aware of that.

Although I suppose what I really want is to just get from my colony zone to the core worlds directly, and while a wormhole to Duzakh does that just fine, we can now build gates, so if that is guaranteed, then wormhole anchors being random wouldn't be too frustrating.

5
Just change your challenge to something sane.

Who decides whether a challenge is "sane" enough to be posted about on the forums?

6
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 10, 2021, 12:57:54 PM »
Awww yeah, let's go!

7
General Discussion / Re: Brand New to the Sector
« on: August 31, 2021, 04:31:34 PM »
I also have never found any salvage rigs for sale anywhere and my colony has 0 credits to spend on building them despite sending me 20k credits a month.

Does your colony have the Heavy Industry upgrade? Your colonies send you taxes every month, but they need the Heavy Industry to actually build ships for you.

Salvage rigs are just found in markets like other ships, but if you can't find them then you can buy some Shepherds. They're not as good as the rigs, but the salvage bonus stacks (with diminishing returns), so you can just pick up 2 or 3 Shepherds.

8
Blog Posts / Re: Skill Changes, Part 1
« on: July 02, 2021, 03:11:57 PM »
Do reductions in deployment cost also apply to skills that are limited by deployment points? e.g. does pairing Derelict Operations and Automated Ships allow your fleet to maintain more AI ships, provided they have lots of D-mods?

The wording in the blog implies it does, but the screenshot of the Automated Ship skill says "deployment recovery cost" which implies it doesn't?

9
Blog Posts / Re: Skill Changes, Part 1
« on: July 02, 2021, 02:02:27 PM »
I like the changes around making officer-less ships more viable. Derelict Contingent is especially frustrating in that regard, and I'm pleased the new junkfleet skill is about bringing lots of random stuff to battle, rather than finding 8-10 elite-but-battered ships.

S-mods giving always recoverable status as well is pretty interesting, too.

10
General Discussion / Re: Weird station loadouts.
« on: June 25, 2021, 01:29:47 PM »
Your stations arm themselves using the weapons you have blueprints for, and the player only starts with mining lasers and blasters for energy weapons.

If you get some new weapon blueprints and prioritize them, your station will refit it's weapons accordingly.

11
General Discussion / Re: Exploration for Derelect Ship...
« on: May 27, 2021, 07:46:00 PM »
Yeah, it's not telling you to search the whole sector, but rather go to a specific place that just happens to be named "Unknown Location".

That system probably shouldn't be used for things like this, but it's definitely directing you to a very specific system in a fixed location.

12
If your relation with SRA is cooperative, you can build the station without the blueprint.

Also, sorry if this has been mentioned before, but I've been thinking that the pirate Elysium could use a few more OP or heavy ballistic integration to offset it not getting the Pandora Array for free. Unless it's intended to just be weaker/more OP starved than the other versions?

13
You can also do some nasty tricks like putting missiles in the same group as guns and linking them, so that whatever target makes the guns fire also makes the missiles fire...

That sounds pretty helpful. The AI conserving it's missiles can be quite annoying when your ship is basically setup to just spam missiles constantly. I'll have to try linking them with a tac laser or something some day.

14
General Discussion / Re: A Professional Critique Of Story Points
« on: May 04, 2021, 12:45:00 AM »
Maybe 5 points for a single ship salvage and 10 points to avoid a battle. Then it would properly feel like making a decisive genius action borne out of experience.

I already rarely consider either of these options worthwhile. If avoiding a battle was 10 points, I'd just go back to loading a save.

15
Thank you for the update.

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