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Starsector 0.97a is out! (02/02/24)

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Messages - MaXimillion

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Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.2
« on: January 21, 2022, 07:49:49 AM »
Laidlaw Tech hullmod description is displaying the flux cost multiplier incorrectly

This wasn't an issue with the last major patch, where the bar event was basically always available to tell you where the base is. Now it sometimes takes ages to become available, presumably because of all the new bar missions that were added in the update.

General Discussion / Re: New skill system is a step backwards
« on: April 09, 2021, 07:56:03 AM »
I feel the system overall in a step in the right direction, but I do have a few issues with the current implementation.
  • Offering a choice between two skills that affect completely different ship types increases the barrier for a player to experiment with new ships. That seems like something the game's design should encourage, not discourage. Shields vs Phase is probably the biggest offender on this front, where one of the skills is always useless for your current ship.
  • Skills that scale based on fleet size feel bad to take even when you're still small, because you know you'll have to respec them later. It's less of an issue for skills that scale with specific facets of your fleet like phase ships or fighter bays. The first choice in leadership is the worst offender, where you've got a choice between 1% damage boost or negligible boost to civvie ships1. If you want to offer something that only helps small fleets, the alternative in that tier should be something generally useful.
  • Colony skills feel really tacked on at the end of two of the trees, maybe a better solution would be to split them between all four trees and just give the one for that tree for free when the player picks a skill in the fifth tier?
1 This is exasperated by militarized subsystems actually being the best mod you can put on your support ships for the support role, rather than being something you want for combat. I feel either the mod's functionality should be split between two mods, or this skill needs a redesign. At best it means you nerf your support ships in exchange for one or two slightly boosted ships that still don't perform that great.

EDIT: Also how come Officer Management is a permanent skill but Colony Management isn't? Is the game able to remove admins from colonies, but not officers from ships?

Mods / Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.2 20/7/20
« on: July 21, 2020, 02:55:40 PM »
The Composite Drone Armour hullmod is available as loot, has 0 cost and is equippable on any ship. Surely not intended?

Mods / Re: [0.9.1a] Console Commands v3.0 (latest build 2020-07-12)
« on: July 19, 2020, 02:50:21 AM »
Could you add it to the main post? Took me a while to troubleshoot it and if I hadn't recently changed resolution I'd have been really stumped. Might save someone else a lot of time.

Mods / Re: [0.9.1a] Console Commands v3.0 (latest build 2020-07-12)
« on: July 19, 2020, 12:16:36 AM »
Trying to pull up the console gives me a silent crash to desktop at 1850x980 resolution. At 1860x980 it works fine. Didn't test other values.

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