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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - HopeFall

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1
Mods / Re: [0.96a] Tahlan Shipworks
« on: April 18, 2024, 12:05:43 AM »
I still miss our glorious king, the Great Houses Dun Scaith. Only on a single playthrough did I realize that what I thought was an okay ship (there's a lot of capital competition in the modisphere) could be turned into a missile gunboat. It was my favorite, by far, capital out of anything in the game.

2
Mods / Re: [0.97a] Iron Shell 1.1813aj
« on: April 11, 2024, 07:32:13 AM »
This isn't an indication that something is wrong with Iron Shell, but I did notice a weird compatibility issue that could simply be version changes causing some hecticness. The Valorous's skip ability seems to play havoc with time slow down effects. Specifically the UNGP incoming missile slow down. Using the ability sometimes causes massive teleportation (rare) or (more commonly) makes your ship and only your ship be... slowed down? Until you skip again. It's odd.

3
Excuuuuuuse me, princess!. I do not save-scum in any of my games. I am deeply invested in immersion and roleplay during my playthroughs, and my psychic is engaging in the use of clairvoyance, thankyouverymuch.

4
Mods / Re: [0.97a] The Knights of Ludd
« on: April 09, 2024, 09:54:40 PM »
I have no idea why it'd be incompatible with Luddic Enhancement. 99% of Expansion mods and Faction mods aren't incompatible with each other. They just suffer from occasional sillyness at best. (Getting pilled on by too many factions that hate them).

Given the same Vein, I doubt the author would've had Knights of Ludd be incompatible with the Ludd centered mod without mentioning it.

5
Mods / Re: [0.96a] Unofficial New Game Plus 2.2.0 (2023/5/7)
« on: April 08, 2024, 07:28:46 AM »
Really don't like Technological Revolution being tied to some sort of DP cost. It's kinda meh!

6
Mods / Re: [0.96a] Red - the Oculian Armada (0.10.0-RC2) Mod
« on: April 08, 2024, 03:54:39 AM »
Good question.

7
Mods / Re: SCAV-CO Ship/Weapon Pack
« on: April 08, 2024, 03:27:09 AM »
Discord being garbage as always.

8
Mods / Re: [0.97a-R7] Salvage Ship Expansion v0.4.5
« on: April 08, 2024, 03:26:19 AM »
Keeping an eye out. Looks good.

9
Mods / Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« on: April 08, 2024, 01:55:34 AM »
Thank you for your work James.

10
Hey, I wanted to thank you for the excellent mod work. I understand burnout is a thing, and I know users are extremely demanding (I certainly can be). Just remember people on the internet are looking for the gaming (addiction) fix, and that the lack of inflection and frustration in finding bootlegs/updates can lead people to being accidentally mean. I doubt there's anyone that doesn't actually appreciate the work that goes into this stuff.

11
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: March 31, 2023, 07:46:20 PM »
You're going to need the unofficial update to this to play it. I have zero idea what that line of text does, but I've never done a playthrough yet without Vayra's Sector, and I have 60+ mods. Of course, there's a memory leak where too much saving/battles/reloading eventually requires you to relaunch Starsector once every 2+ hours or so, but I highly doubt THIS is the mod causing it, and not one of the other 59 (or multiple ones). Or maybe when you get too many mods there's just no helping it.

12
Mods / Re: [0.95.1a] Iron Shell 1.181
« on: March 31, 2023, 07:43:41 PM »
Bootlegs exist of various mods. Some on the Unofficial Didscord, some by searching for a bit for a megapack that exists on offshore locations. People were being sensitive about bootlegs a few months after the release of the current version of Starsector, but it's safe to say that some of these creators have zero interest in updating their mods, so I'd say go for it. I personally can't do a playthrough without Vayra's Sector/Ship pack.

13
Mods / Re: [0.95.1a-RC6] Hiver Swarm - V1.08 - 03/23/23
« on: March 24, 2023, 05:17:32 PM »
Gotcha. On that note though, I'm not sure if you answered my original question! Or at least, I'm not following. Is it "safe" to do a Conquest mission against Hivers? Can they, reasonably, retake it and then rebuild any changes? Or should I avoid messing with them to keep them as a consistent enemy?

14
Mods / Re: [0.95.1a-RC6] Hiver Swarm - V1.08 - 03/23/23
« on: March 24, 2023, 04:12:43 PM »
Does conquering a planet of theirs for another faction mess them up? Or will they be effectively able to recapture their market and fix any economy damage done? I know they have strange behavior when capturing other people's markets, leading to them become decived. But what about their own base places?

I've seen them 'Colonize' on Nex and deciv themselves, which seems like odd behavior.

On another note. Assuming they  can fix their own starting markets when they've been captured by an enemy, the Nex Conquest Missions should be upped in value somehow, if at all possible. 1 mil to try and fight the outrageous army in an enclosed system is definitely not worth a measely 1 mil. But I'm not sure that's possible, just some considerations.

15
Mods / Re: [0.95.1a] Mayasuran Navy 9.0.0 RC2
« on: March 23, 2023, 05:27:01 PM »
The weebery on the front page now makes me confused. I was genuinely thinking I'd see something like Iron Shell or UAF with customized characters you'd talk to and develop relationships with/contacts. But that's not the case. Future plans maybe?

As a small aside, it'd be cool if you had the option (maybe a market setting? Iunno) to swap music. I find their enemy music so amazing, and while the good terms music is good, it doesn't get your blood pumping for beating up the Hedge quite as well.

As an aside, I wish I could rip Iron Shell away from Hedge alliance. Mayonaisse, Gestalt Decivilized, and Iron Bucketz would make a great group. I'd invite Anime Space Pilots, but they're overpowered.

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