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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 - A_Random_Dude

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1
Mods / Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« on: Today at 04:09:47 AM »
It's one of the easiest missions in my experience. Personally, I've been doing good enough by kitting the enemy fleet and using the regen ability between each fight. It's a supership, but that doesn't mean it's supposed to be OP by itself. Just need to build the skills required for it.

Edit: if you really want to get a ship you're not yet capable of piloting right and probably be disappointed with it down the line, then game's folder > Save folder > open "mission_score.json" with a text editor > look for the mission's ID. Then simply change whatever score you had there to 100, and you're set.

2
Mods / Re: [0.96a] ScalarTech Solutions 0.9.1
« on: May 26, 2024, 12:26:45 PM »
Yes. Just change the version the mod's asking for and you're set.

3
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: May 26, 2024, 04:56:34 AM »
Could just be that, since most if not all ships come from blueprints (post-collapse era tech), and the only instances of actual, professional bp modifications were extremely expensive which required specialized knowledge that most of the sector simply lacks nowadays, then it's simply not worth it to do it for an entire line of battlegroup ships.

There's also the fact that we seem to lack the proper knowledge on how such modifications were done to begin with, and the few examples that survived both the 50 years journey and the subsequent 2 AI wars are just too precious to be torn apart for study.

Finally, the Hegemony seems to be doing well enough with mostly regular lowtech fleets, so why bother with slightly better versions of those, really.

4
General Discussion / Re: Ignore Slipstreams
« on: May 25, 2024, 07:15:03 AM »
So, the answer here is "Not really, no"

Slipstreams are meant to be an integral part of hyperspace travels, but... that's not quite what the blogpost says. You can unlock an ability that lets you go in the opposite direction of a given slipstream provided you scan enough planets/black holes and other stuffs like it.
There's also the ability to generate slipsurges, which launch you in a direction of your choice. The distance varies according to the star type you're using to create it, but can otherwise count as a possible way to "ignore" some of the slipstreams you'd find by traveling normally.

5
Mods / Re: [0.97a] Scy v1.8.3
« on: May 24, 2024, 04:44:45 PM »
Redownload the mod and do a clean reinstall. That message typically happens when your file gets corrupted during the download phase.

6
Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: May 24, 2024, 04:28:13 AM »
Told you it was a bad idea.

7
Blog Posts / Re: Codex Overhaul
« on: May 23, 2024, 05:56:26 PM »
Mods are a thing. They got end game content. And they're right here, ready to be added to your game.

But anyway, I'm getting the feeling I'm just repeating myself. Been 4 years without vanilla end game content, sure. Might be 4 more for all you know, and if it is, you can't really change that.

One last thing though: a surprise only really counts as such if you don't know what/how/when it's going to happen. You're trying to get the exact opposite here.

8
Blog Posts / Re: Codex Overhaul
« on: May 23, 2024, 09:37:30 AM »
Think I already told this to you, but the fact that he's keeping some secrecy around upcoming content doesn't necessarily mean it's supposed to be ominous, or that anything he'll add will make you "cry like a baby". It's just the dev trying to not spoil stuff. Cuz once again, if he adds super-end-game-dorito-horror-that'll-definitely-scare-the-living-hell-out-of-you... The simple fact that you know it's coming can dramatically lessen the impact of it.

9
Mods / Re: [0.8.1a] The Knights Templar 0.9.8f
« on: May 23, 2024, 09:31:30 AM »
Let's be real, even the sprites have aged poorly.

10
Or Captain's Log, which does pretty much the same thing.

11
Known bug, a couple people have reported it already. Dunno when a fix will be posted though.

12
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: May 16, 2024, 12:55:46 AM »
The hulls from the hegemony AI fleet aren't separate ship designs though. Just one-off modifications that came after their production. There's also the idea that being able to reliably produce those ships like any other regular ones (without d-mods to top it off) would feel (and probably be) like a kind of cheat-y thing in the long run. Consequences for AI ship use would be kind of nice though, on that we agree.

13
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 15, 2024, 01:54:17 AM »
Just change the game version the mod asks in mod_info.json. Most of the mods that actually broke with the new release have been updated since, so you'll be fine.

The .json is found directly when accessing the mod's folder, and can be opened with a text editor of your choice.

14
Mods / Re: [0.96a] Tahlan Shipworks
« on: May 13, 2024, 06:51:52 AM »
Good job!

15
Mods / Re: [0.97a] Underworld 1.8.3
« on: May 12, 2024, 04:16:14 AM »
You find their fleets, you steal the ships you find in there. Alternatively, you raise your rep with them by paying/giving them the items they ask, then buy the hulls on their submarket (should be in Port Tse). Think you can also get their bps if your rep is high enough.

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