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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - PCCL

Pages: [1] 2 3 ... 133
1
Mods / Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
« on: November 25, 2020, 01:32:20 AM »
Slight necro from OP, but since there has been multiple requests:

Everything I've done here is completely free to use, all I ask is a nod to the original mod. Go wild!

Same goes for any other mods I've published in the past -- all for the good of the community, I think.


2
General Discussion / Re: Missile speed and resistance
« on: June 16, 2019, 02:35:13 AM »
You'll want proj hitpoints in weapon_data csv, column AE if you're on excel.

3
General Discussion / Re: Missile speed and resistance
« on: June 14, 2019, 11:26:53 PM »
the speed of missiles are in weapons.csv, but if you want to change maneuverability stats (acceleration, turn rate) you'd have to go into weapons/proj/whatevermissileitis and change each individually.

4
Suggestions / Re: Raids are not legal grey areas
« on: November 26, 2018, 10:54:35 AM »
Diplomacy and intelligent faction decision making are the solution to the annoyance  everyone is expressing...

Nobody should bother attacking the colony unless they have like a 75% chance of winning. They should just harass fleets instead. Would you mount a giant attack that you're probably going to lose? No. Why should the AI? Because fun? Well, obviously it isn't fun for anyone.

I agree.

Unfortunately, Alex seems to be stuck in the thought process of more-explosions == more fun (See suicidal pirates who will attack you right after you wipe out a fleet twice its size without breaking a sweat). While to an extent that is true, I feel like the game currently offers too much of a good thing in that regard.

Battles are good, but one can only wipe out the same pirate junker fleet so many times before it gets boring.

5
Blog Posts / Re: Portrait Hegemonization
« on: October 18, 2018, 02:02:46 PM »
Goddammit... Well played David

6
Blog Posts / Re: Portrait Hegemonization
« on: October 16, 2018, 12:16:50 PM »
Will we also be seeing versions of these portraits overhauled for Sindrian, Persean, Tri-tach, and other factions?

7
General Discussion / Re: UNLIMITED SPEEEEE
« on: October 03, 2018, 08:29:47 PM »
I'm pretty sure ships are right now hardcapped to 600 speed. I seem to remember trying a mod to that effect and found that

8
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: August 15, 2018, 07:25:38 PM »
Oh man, I remember playing these missions in computer class in high school.

I am now a law student and might be a lawyer by the time 1.0 comes out...

This might be the game I have followed for the longest time...

I regret nothing

9
Modding / Re: [WIP] [0.8.1a] The Crimson Alliance (unreleased)
« on: July 14, 2018, 11:15:14 AM »
Ah don't be so unsure of yourself, your sprites are great. The providence, especially, looks like a really interesting design. I for one look forward to seeing the rest of the mod :)

10
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: June 24, 2018, 10:02:52 AM »
because a lot of people like it

11
   "maxShipsInFleet":30, in the same file

12
Can confirm you're on the right track, increase those by a factor of 10 and enjoy :)

13
Suggestions / Re: Reasons to (temporally) use a small fleet
« on: June 10, 2018, 09:19:04 PM »
I bring back this as another idea that can incentivize a smaller fleet.

It's the main reason I conceived of the system, really. Growth is a fundamental part of the progression of this game, but growth does not necessarily mean more/bigger ships. What if instead we can focus on building a small but elite taskforce?

Probably too intensive to implement at this stage of development, but I do hope some form of this makes it into the game.

14
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: June 09, 2018, 10:38:55 PM »
I doubt it'll be out until November at the earliest

15
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: June 09, 2018, 11:42:00 AM »

Frequently, I see my fleet of something like 2 destroyers and 2 frigates being attacked by 3 (D) frigates.

Huh, really? That shouldn't happen; could be a bug that I've since fixed. Just gave it a quick test and a pair of (D) frigates runs away from my fleet of 1 frigate and 1 destroyer. Possibly mod-related?

In any case, totally agree that that's not a good thing and forcing the player to have trivial fights like that is not a good idea.


I'll admit my memory might exaggerate and I haven't played in a while, but I just picked up my old save and had this happen:



This is for a delivery quest, so it's entirely possible the problem is exclusive to that, but cmon, that's not a remotely fair fight, is it?

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