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Starsector 0.98a is out! (03/27/25)

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Messages - sigvard

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1
Great update man, and great timing coinciding with the new VRAM possibilities with modding that graphicslib enabled. A lot more systems should be able to run massive starsector modsets and immersive quality features like this with no issue.

2
Thank you much for the update, I think you went in a solid direction with the content changes. Looking forward to starting a new HMI playthrough soon.

3
Mods / Re: [0.98a] The Knights of Ludd
« on: April 20, 2025, 12:03:14 PM »
Just a small comment that the larkspur is really satisfying to use. Great Cruiser. A little bit of that high tech maneuverability done in a low tech style.

4
Many thanks for making Quality Perks a thing separate from Quality captains, I appreciate your work on both and I'm not even using SiC right now but I've just been vibing with the vanilla skill setup, frankly- But I still quite liked the achievement perks from Quality captains, so this is everything I could have asked for.

5
Mods / Re: [0.97a] Onslaught Radical Rearming v0.1.2
« on: April 16, 2025, 05:11:54 PM »
My request would be to add a damper field right click/Knights of ludd mod styled shield to the onslaught MK1 in the name of making it even funnier and worthwhile to keep instead of the temptation of adjudicators on a XIV

6
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: April 15, 2025, 06:32:53 PM »
This mod has seemed like a really cool addition conceptually.

What's the general consensus on performance impact? A bunch of custom lords' fleets traipsing about and a ton of unique things they do seems like on one hand fun for gameplay but on the other a huge FPS tank to a typical modded game with several additional factions.

Can be hard to tell the true impact just by an early game test


7
Modding / Re: [0.98a] White - Hylecium Stargazers (0.1.2) Mod
« on: April 15, 2025, 04:36:50 PM »
Another Peak faction from Protonus stumbled upon when I check the forum to see what updates have hit, after I thought I had already collected the set

Spoiler
[close]


Looking forward to checking it out

8
Mods / Re: [0.98a-RC5] What we left behind 4.3.2
« on: April 14, 2025, 10:29:33 AM »
I would say most of my frustration with the magnetar came in with trying to get the science station right next to it, and avoiding getting sucked in while hacking and those little micro adjustments, but not too far or its start all over again and at that point you have to get ready to parry the emanation. If the hacking radius was a bit more forgiving it would be better.

The amount of defense fleets was pretty staggering but overall, with these things in mind- It's not like I'm ever going to visit the system more than once in a playthrough. It was a unique "boss" system, and if I'm heading into it on a second playthrough, that's pretty much going to be the entire starsector experience for the day, with appropriate preparation.

I enjoyed the challenge and loot for most of it. Properly threatening to my fleet. Just that last bit right next to the magnetar was annoying.

Real life magnetars are a foreboding concept and I appreciate you making it something horrifying to a starsector crew, in a class of its own even amongst black holes etc.

9
Mods / Re: [0.98a] Suitable Star Systems 2.4.4d
« on: April 12, 2025, 08:36:07 PM »
I know this isn't quite the right place to put this, but it doesn't appear to have its own forum post here- your adjustable S mods patreon download doesn't have a working link- it does work on the github page itself (Exactly what I was looking for to augment ship mastery system's s mod cap- thank you for your work)

As for suitable star systems, thank you for your work here as well- Some nice quality of life and battle opportunities. Any possibility that we might see the addition of two other farming systems- one for threat and one for dwellers? They are kind of farmable by their nature as is, so, not sure if that would fully make sense, but nonetheless

10
Mods / Re: [0.98a] Nes's SAW 1.21SSS
« on: April 12, 2025, 06:57:18 PM »
Greatly appreciate the focus on quality over quantity in this ship pack and the nice paint jobs, underutilized system. Thank you for your work


11
Mods / Re: [0.98a-RC5] What we left behind 4.3.2
« on: April 12, 2025, 06:33:50 AM »
I noticed your mod has been updating and that is great. I don't know why but I am hoping you could look into it... I am using TriSO and it automatically updates my mods. Some mods it can automatically update in the program browser and other mods I have to go to the download page and download it manually. I was hoping you could figure out how they do that automatic function and apply it to your mod (if I had to guess they keep the mod file name the same so it just replaces it with the updated when it detects the new .json update version number). It is just a quality of life thing I am asking for but it really isn't that much of a hassle to download and install the mod manually.

Even though the one click update doesn't work, you can still use triOS. Just go to the catalog when you see it say there is an update, and type in what we left behind, click the forum page and the download link inside triOS. It works and will install and update automatically. Saves you the hassle of unzipping, cutting and pasting atleast.


12
Mods / Re: [0.97a] Luddic Enhancement (New Version Ed. 1.2.6e)
« on: April 11, 2025, 11:54:32 AM »
The content does seem to work by forcing it to 98 so far, the IED ships blow up and the regular ships seem to work. As far as crashes none relating to it that I've noticed but I have had crashes from what I believe are other mods- no guarantees

You are all doing ludds will, especially the mod maker

Thank you for your work

13
Mods / Re: [0.98a-RC7] Gacha Hullmods
« on: April 10, 2025, 02:08:12 PM »
Heads up re: mythic fighter bays - Does not seem to stick for ships that did not have fighter bays by default, also removes fighters from those slots on carrier spec'd ships on refit.


Yeah, appears to work correctly if you first add the converted hangar hullmod , otherwise have seen the same behavior.


Gave gacha hullmods a try and I really like it, greatly appreciate the work. It was fun to get lucky with a legendary mod on my main ship and then funny/devastating to see a wolf get dumpstered in flux and speed with a bad iv roll

Definitely can give a ton of power with a godroll but the chances of that are low enough. Mostly it seems you'll get a maybe useful effect and a mix of good and bad stat changes that can lead to interesting min maxing of damage and speed or armoring up but taking a hit to flux and speed.  Or having to weigh getting a great effect like hull and armor Regen against a slew of negative stats

I see you already increased the chance of good ivs with good rolls, that was going to be one of my major suggestions, it is funny to see a bad roll there occasionally but complete randomness means you'll almost always be left with meh rolls on the effects you wanted.

Credits cost seems relatively fair for what is something meant to be a resource sink for endgame fiddling or risky early game power

14
The sector fringes have felt a little lifeless without xiu liu's fiddling afoot. Very good mod. Very big mod, I had my issues with it when I first tried it in a 97 playthrough, felt it added too much.

But I've come around to the hazard mining way and its absence is notably for the worse, and the submods are good. the massive array of junker ships, the brighton federation, all memorable and interesting.

The fang society and draco group are also pretty fun to mess with and overall, A lot of the themes present are only being enhanced by recent vanilla updates and enemy factions being added.

If I did have any constructive critique it would be probably echoing some of the recent statements around containing and coralling maxwell/submodding it. Maybe to a system or two instead of all over the place. With a fairly significant number of faction mods already, I start to have concern over things that might tip over the edge performance wise

If it does work flawlessly already in 98 all the better, but overall thank you for your work and here's to a good future for hazard mining inc

15
Mods / Re: [0.97a] Everybody Loves KoC
« on: April 09, 2025, 04:02:33 PM »
Miss my eridani-Utopia boys, Definitely a great mod, fantastic collection of smaller factions that fill out a nexerelin play and give you both extra allies and enemies but also simply good neutral stops if you've angered  a lot of factions, options abound. Quality work, here's to a future 0.98 (does it work right now out of the box like VIC and Iron shell currently are? Mixed reports)

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