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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - The_Sarge

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1
General Discussion / Re: Request for guidance: Plot locations.
« on: March 30, 2021, 10:39:44 AM »
Thank you for the pointer. :)

2
General Discussion / Request for guidance: Plot locations.
« on: March 30, 2021, 07:40:49 AM »
Hey all. :)

I've been playing mostly modded "let's test idea X" campaigns for the last year, and am now back into the Vanilla saddle for the foreseeable future. :D

I also see people talking about the story/plots in the game and... Erm... How do I get in on that? Random bar visits? Some planets that remain static? Encounters?

Feeling a bit lost/overwhelmed right now. Any sort of guidance would be highly appreciated. :)

3
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 27, 2021, 03:56:26 AM »
where's the hotfix link and what does it fix?

Alex has posted a broken link but not replied back with the correct one? Am I imagining that?

It's turning into Cd Projekt red!  :'(


...What?
Alex IMMEDIATELY corrected the link and then said so in this very thread.

As to what's in the hotfix? Look at the very first post. Again, in this very thread.

4
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 27, 2021, 03:06:58 AM »
2) Pressing ALT and hovering over items does not sell/buy them any more. Losing this is a shame. :( (And if that was a mod, just ignore this whining!)
You have to reenable that feature in settings.json.


Aaaah, thank you! :)

5
Ok. Wow. I found out what was going on.
You have to get into the market without a transponder and without any fleets being aware of you.
Which is impossible at Eventide, as there's always at least one medium-sized fleet orbiting the world, giving them full coverage of all entry vectors at all times, making "sneaking in" impossible. :(

Had to abandon that mission then.

6
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 27, 2021, 02:56:44 AM »
This update is seriously amazing. It made me hyped to start the game again in a way that no recent "big" game release has. :)


Two possibly stupid questions, though:

1) Weren't we supposed to get a slightly more extensive "Settings" menu, with some toggable graphics settings to tweak in there, or am I mixing this up with some other game? Because I still can only adjust volume levels and about five toggles.

2) Pressing ALT and hovering over items does not sell/buy them any more. Losing this is a shame. :( (And if that was a mod, just ignore this whining!)

7
General Discussion / [0.95aRC9] Smuggling... What am I doing wrong?
« on: March 27, 2021, 01:47:15 AM »
So, first campaign on the new version.

Got down to the Bar on Corvus and got a smuggling job to Eventide. 32 Harvested Organs.
No problem! Shielded cargo holds are there to help.
I get there, but get flagged because of the authorities being aware of the operation. Can talk my way out of that with a story point, though.

Then I land on the planet and... Erm. What now?
Nobody in the comms screen.
Nobody in the bar.
And when I just sell the organs to the black market, nothing happens.

The missions remains in my list and is not complete.


What super obvious thing am I missing?

8
Mods / Re: [0.95a] Console Commands v2021.03.26
« on: March 27, 2021, 01:09:49 AM »
A new version with compatibility for Starsector 0.95a is out, get it here. This requires the latest version of LazyLib, 2.6 or higher.

Wow.

That's amazingly quick, both for this and for LazyLib!

(Now I'm crossing my fingers for an "addstorypoint" command. :D )

9
Mods / Re: [0.9.1a] Outer Rim Alliance v0.90 (2020/11/03)
« on: January 04, 2021, 11:43:37 AM »
Oh... Oh no. I've been mis-reading that hull-mod so baldy all this time, then! o_o

Thank you for making me aware of that distinction!

Mea culpa for being unable to read properly...

10
Mods / Re: [0.9.1a] Outer Rim Alliance v0.90 (2020/11/03)
« on: January 04, 2021, 11:20:21 AM »
I have a stupid question, as this might be a mod conflict.

But the last few games I started, all ORA ships I can acquire come with a "Xeno Warfare Design" hull-mod that makes Energy weapons 3OP more expensive when installed into ships with it. Which, well, isn't the most synergetic hull-mod for ships that pretty much only allow energy weapons and missiles. ;)

I tried googling this, but came up dry. Does anybody have an idea where this might come from and if there's a way to disable it?

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