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News:

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

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Messages - JenkoRun

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1
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: September 15, 2021, 09:42:47 AM »
My kletka simulator isn't showing any % chance for an Alpha core in the tooltip, it only goes up to Beta. Am I missing something?
Have you got an Alpha Core installed?

Just heard, someone on the discord explained I need an AI core to even get a chance at an Alpha, maybe a hint should be added to the tooltip about this?

2
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: September 15, 2021, 09:22:16 AM »
My kletka simulator isn't showing any % chance for an Alpha core in the tooltip, it only goes up to Beta. Am I missing something?

3
Mods / Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« on: September 11, 2021, 04:53:13 AM »
Is there a way to disable all the mining content from Nexerelin? I want to limit the content to TaSC

4
Hi so uh, is there a way to disable being able to request a fleet from any object anywhere? It's really breaking my immersion, cheers.

5
Mods / Re: [0.9.1a] Gates Awakened (updated 2020-01-07)
« on: January 09, 2020, 10:04:30 AM »
Do AI use activated gates? If not have you thought about adding that?

They do not. I decided that it would be simply too much to try to mod all of the repercussions of the sector knowing that some of the gates were working.

- Gates would become critical strategic points and be highly protected/contested by warring factions.
- You'd probably need clearance and/or pay credits to use the gates with friendly factions.
- Exploration quests would probably need to be reworked to take into account the new ease of access.
- Various bits of ingame lore wouldn't make sense and/or need to be updated to mention that gates work again.
- You, the player, would probably be on the hotseat by every faction for being the one to reenable them.
- Colony accessibility would need to be modified by gates.

So, in Gates Awakened, the player is simply forced to hide that the gates are working by not being able to use them while others are watching.

However, Boggled is working on a gate mod that allows the player to build their own gates, and I believe the AI will "use" them (it makes it look like the AI is using them). Gates affect accessibility in their mod, also, and you cannot use gates if they are controlled by an enemy faction.
Player Gate Construction.

Boggled's mod (PGC) and Gates Awakened (GA) are compatible; you should be able to jump between their gates.

PGC is better integrated into the game's mechanics, whereas GA is more story-focused (3 quests to fully unlock the mod's features).

Fair enough, that would be an irritating amount of work. Forcing the player to use them without watchful eyes sounds like a good compromise too.

6
Mods / Re: [0.9.1a] Gates Awakened (updated 2020-01-07)
« on: January 09, 2020, 09:45:28 AM »
Do AI use activated gates? If not have you thought about adding that?

7
*Whoop!*

Btw, how can you acquire a Tyrant?

8
Hi, new here. Can you completely destroy other factions with Archean like in other mods? Thanks.

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