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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - Shuhei

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1
0.95a update. Have fun!

https://www.patreon.com/posts/49356014 Is this link a correct one to download? It says about ScalarTech after clicking.

2
Mods / Re: [0.95a] Better Colonies 1.6
« on: March 28, 2021, 10:36:32 AM »
This might sound like a silly question, but ... what does this mod actually do? I don't understand from the description.

3
General Discussion / Re: 7th Starsector Fleet Building Tournament
« on: August 31, 2019, 12:52:54 AM »
Hi Thaago!

Are there any plans of publishing fleets variants files? I want to see builds :D

4
Suggestions / Re: Make ship name prefix a separate field
« on: August 30, 2019, 08:52:07 AM »
Agree, proposed something like that recently too!

5
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 25, 2019, 12:50:19 AM »
What is the purpose of autonomous market option? From the description I see only cons.

6
Suggestions / Very simple and small QOL change
« on: August 24, 2019, 12:20:15 AM »
Hi,

I like to have ships with their names and prefixes. Case is, it's quite tidious to change the prefix for each ship when you need to delete the entire ship's name.

Simple QOL: Alex, could you separate the ship's name field for two separated fields next to each other? (Prefix and Name). BONUS: A small tick/button which would allow to set the prefix for all ship at once if someone wants it.

7
Mods / Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
« on: August 22, 2019, 10:43:07 AM »
What are colony factions? What to do to find i.e Ashen Keepers? Cannot find them in core worlds.

8
Suggestions / Re: New player thoughts
« on: August 21, 2019, 03:32:33 PM »
If may I add something about D-mods:

Ships with D-mods aren't cheaper than those without D-mods. Not sure why but it would be cool to have some choice here.
Er... what, exactly, do you mean by "aren't cheaper"?  Ships with D-mods have lower purchase prices, and much lower sell prices.  They cost fewer supplies to deploy, and can (if you take the skill for it) cost fewer supplies to maintain.  The only places where they have the same "cost" is fuel costs, or if you're looking at the deployment "cost" - but that's just a limit on how much of your fleet you can have on the field, not a 'price' that comes out of any sort of long-term resource.

Then it's bugged because D-mods ships are NOT cheaper. Worse - D-modded ships can be more expensive that those without d-mods. Gonna do some screens as I thought that it was a design decision. Or to be more precisely: some d-modded ships can be cheaper. About 2-3%.

9
Mission: Stricken has a typo in description. "the Hegmony commander orders..."

10
Suggestions / Re: Being a pirate or robbing is not very profitable
« on: August 20, 2019, 05:02:43 PM »
If you want to make money pirating you generally need to be looting caravans/traders/smugglers. Especially thise going to fix a shortage
Yeah, and comparing it to just making a one minute trip for 100 000 credits shows that something is wrong with balance here.

11
Suggestions / Re: New player thoughts
« on: August 20, 2019, 02:19:19 PM »
If may I add something about D-mods:

Ships with D-mods aren't cheaper than those without D-mods. Not sure why but it would be cool to have some choice here.

12
Suggestions / Re: Being a pirate or robbing is not very profitable
« on: August 20, 2019, 02:16:21 PM »
You cannot raid the world without disabling its station. You can raid only worlds without stations. And there aren't so many of them.

Battlestations prevent bombardment, not raiding.

Yeah, true. But still, living from blueprints rathen than commodities is not exactly what I mean. For now one minute trip exploration is much more rewarded than risky looting.

13
Suggestions / Re: Being a pirate or robbing is not very profitable
« on: August 20, 2019, 09:52:50 AM »
Direct combat is not very profitable without rewards.

Raiding worlds is free money and loot if your attack strength is high enough (Several hundred marines and a Colossus 3 is enough for many worlds) to prevent loss of marines.  If you snag a capital blueprint, you hit jackpot, although if you do not want to upgrade pirates' ships, you need to sell it on open market (if you want to sell it instead of learning it yourself).  Rest of the vendor trash can be sold for cash.
You cannot raid the world without disabling its station. You can raid only worlds without stations. And there aren't so many of them.

14
Suggestions / Being a pirate or robbing is not very profitable
« on: August 20, 2019, 08:23:40 AM »
Long story, short: being a pirate is not very profitable in starsector. I've seen the post about combat not being very profitable but... i don't know.

To explain: attacking convoy or even a planet(!!!) which is very dangerous and has a lot of repercussion is barely or not profitable at all (not enough loot) comparing to 1 minute trip to the edge of the map... I mean, come on. Being explorer is cool but attacking convoys is fun too. It would be great to have a possibility of making that path viable. For now it's between 50-100 k (1-2 exploration missions) of low hazard credits comparing to 10-30 k extreme hazard (raiding a planet or convoy)

15
Hmm - not a bad idea. Will keep it in mind!

Alex, could you please consider one more QOL feature?

When you press F1 on goods to check prices and location, could you please add a possibility to click on the listed planets? The click would move you to the planet's system and place.

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