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News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Inhilicon

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1
Hi! I was wondering if making a weapon that spits out a lot of projectiles causes some form of strain for modern computers. I would think no, but I was thinking that if I have three of this same weapon I'm making, would it cause problems when there are multiple users of such a weapon? This is a three to five-barreled weapon that fires 10 or 6 times in a quick barrage.
consider 4-5 wings of piranha releasing their load

that is similar to what you're describing. If you think that doesn't strain a modern computer, you're fine.

It's not like the projectiles are scripted to do something else right? haha...

That's right! They are just standard hurty projectiles with nothing else to them. Thanks for the lightning fast reply, friend.

2
Hi! I was wondering if making a weapon that spits out a lot of projectiles causes some form of strain for modern computers. I would think no, but I was thinking that if I have three of this same weapon I'm making, would it cause problems when there are multiple users of such a weapon? This is a three to five-barreled weapon that fires 10 or 6 times in a quick barrage.

3
I was wondering about a few things. Faction resurgence - how does the mod pick what faction to get to make a resurgence attempt? I'm playing with the Mayasuran mod and they were wiped out very early and not even once have they gotten to make a resurgence.

Can I change the time for resurgence to occur without messing up my save? As in, this: "factionRespawnInterval"

4
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.6
« on: January 05, 2022, 03:29:07 PM »
I love this mod. If ship blue, it good. The ships look great. Mayasurans and Stormhawks forever!

5
What Faction does it belong to? Chances are they don't know the blueprint for the weapon you want there.

EDIT: Nevermind all that, it apparently had a built-in weapon that was invisible in the editor. Thanks for the help anyway, Yunru. And merry christmas!

6
Hello, altruistic helper folks whom I wish merry christmas to. I'm having a problem with my custom ship. It seems to ignore variants and keeps placing a Hammer barrage on the sole large ballistic slot of the ship. Any guess as to why?

7
Blog Posts / Re: Of Slipstreams and Sensor Ghosts
« on: October 16, 2021, 06:04:02 PM »
You know, I always felt like there should be a way to go faster in hyperspace. And here we are! It seems very useful and fun.

8
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: August 09, 2021, 09:43:08 PM »
Why are we still here? Just to suffer?

9
Suggestions / Re: Balance colonizable systems
« on: June 23, 2021, 11:20:01 AM »
Just hang in there! See it as a challenge of patience? I dunno, lol. My patience is terrible so I see it as a chance to improve that particular area.

10
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: June 15, 2021, 07:59:43 AM »
You could also set

"maxFactionRespawns": 3,

To something higher! That way you have a lot of chances at making a faction come back. Of course, this might work against you. Perhaps you should also set

"factionRespawnInterval": 120,

To a much higher number, so you can actually achieve victory within a time span. Or is it impossible to achieve victory if respawns are enabled at all?

11
General Discussion / Re: Anti-Phase system and equipment needed
« on: June 10, 2021, 11:31:46 AM »
Maybe the Mora could finally get a buff then, if low-tech carriers are the answer!

12
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 29, 2021, 06:34:17 PM »
Quote from: Draba
Also shield-related, if you are considering a minor nerf to high tech hardened shields hullmod might be part of that.
Something like 15-20% would probably still make it an automatic builtin choice for most ships, but makes armor bricks comparatively stronger.

I have to agree with this. I feel like Hardened Shields is in its own hullmod tier of "amazing", while the rest are either good, average or unimpressive. It lets a high-tech ship's shields turn HIGHER tech or it pushes a low-tech ship's shields into midline levels.

13
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 29, 2021, 12:47:00 PM »
These are really cool, I'm looking forward to using and fighting them! Starsector is the best, no contest, I do attest.

14
Can you have a low-tech or midline ship use Plasma Jets and can you have a high-tech ship use Burn Drive? What are the colors of the jets for low-tech and midline ships?

You can, yeah. IIRC Burn Drive keeps the engine color being whatever it is, while Plasma Jets shifts it towards green, regardless of the ship's normal engine color. You can check the relevant .system file for details (Plasma Jets is defined in microburn.system, btw.)

Very cool! Thank you very much, Alex. I will fiddle with it for my mod and maybe come up with something cool!

15
Can you have a low-tech or midline ship use Plasma Jets and can you have a high-tech ship use Burn Drive? What are the colors of the jets for low-tech and midline ships?

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