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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - Hadza

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1
Blog Posts / Re: Skill Tweaks
« on: December 13, 2023, 03:25:17 AM »
(I forget if hullmod unlocks from skills are unlearned when respeccing out of the skill; if not, everyone will just cheese that should it happen)

They are, you get to choose which hullmod you ditch if you do that. Levels and elite skills for your officers though? Haven't tried that.

2
Blog Posts / Re: Skill Tweaks
« on: December 13, 2023, 01:45:09 AM »
The general idea should still be “you can afford to lose ships”; that’s the overall flavor of Industry.

Which is also its greatest flaw. I can always buy more ships. I can't buy more levels.

3
All of them.

-This post was brought to you by Tri-Tachyon corporation.

4
General Discussion / Re: Omega
« on: October 20, 2021, 04:22:55 AM »
I think Omega is the machine god humanity foolishly built in their striving for ever greater power.

Had they been a god, we'd see them doing some god-tier stuff, like, I don't know, building a few megastructures, Von-Neumanning the Universe or at the very least wiping a bunch of bickering irrelevant factions out. The most I found of them is a bunch of Doritos stuck guarding some uselessly expensive space *** (that's never close enough to your colonies) like good little slaves they are.

5
I noticed a similarity between Yang, Morgan and especially Miriam's portraits, but missed others. If there's a game worth referencing, then it's SMAC  ;D

There are several quotes in the game as well, like when Baird says that science is an inherently iterative design

6
General Discussion / Re: Enjoyement/utility family of ship
« on: October 01, 2021, 05:06:29 PM »
Ever tried an overdriven Aurora with full-frontal pulse lasers and heavy blasters fit with maximum flux dissipation and shield efficiency? You should.

7
Blog Posts / Re: Of Slipstreams and Sensor Ghosts
« on: September 30, 2021, 06:24:42 PM »
It would be more make sense to ships actually make paths/stream when they move through hyperspace that need to be maintained by constant movement. So there would be new streams made to new colonies etc.

That sure does sound pretty neat, but I don't know if the game generates enough NPC traffic for that to be viable. Maybe mods will change that

8
Mods / Re: [0.95a] Gacha S-Mods v1.2.0
« on: September 24, 2021, 03:14:46 PM »
Has science gone too far?

9
Mods / Re: [0.9.5a] Player Faction Flag Pack Extended
« on: September 17, 2021, 12:53:45 PM »
If anyone's interested in adding all the flags at once, I've made a small python script that does all the steps described in the readme for you.

It will move all the pictures into a folder called "custom" (you'll need to merge it with graphics/factions/custom/) and create "jsonified logos.txt" that has all the syntax ready to copy-paste into player.faction.

I've kept it in .py format so you can read it if you want :p

It also turns out "Plain flag" folder has a few duplicates, I've accounted for it in the script in a pretty spaghetti way, but hey, it works.

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