Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - samuell.sk

Pages: [1]
1
Mods / Re: [0.97] Looted Sector 0.2 Alpha
« on: May 20, 2024, 01:29:42 AM »
When will be the orks ships added ?

They will be their own faction on a new game, some of their ship will also spawn into pirate fleets.

not what i meant, i can see on the showcase some modified hegemony ships mostly, so i was wandering since this is alpha, when will the orks be added to the mod ?
you know ork ships like hammer battlekroozer , kill kroozers , maybe a bounty in a form of space hulk...etc... these kind of a ships.

2
Mods / Re: [0.97] Looted Sector 0.2 Alpha
« on: May 19, 2024, 04:30:31 AM »
When will be the orks ships added ?

3
Mods / Re: [0.96a] Exotica Technologies v1.7.2 - updated December 3
« on: January 08, 2024, 12:59:31 AM »
Seems looks like there is an OP discount calculation bug via alpha subcore for strikecrafts. Cost of bombers stood correctly with discount, but supports, assaulters and intercepters reduced up for value "2"

fixed in 1.7.3

i wanted to ask,

when will exotica support module ships

thank you.

as far as i am aware, it does

no it does not, i ve tried to write to you on discord a DM.... but i guess you havent seen it... (no reply for a week or so... (nvm no prob))

well the most simpliest check (if its working at all) is to add as someone above mentioned a tech that reduces deployment points either crafts or weapons...
ship is going to have them reduced correctly, but on the modules it wont gonna be.

also if ship does not have missile slots , but the modules do have, you cant install the autoforge for example.

the progressive s-mods have a option to simply choose different module and s-mod hullmods for that module specifically , so you wont gonna apply balistic specific hullmods to the module that is more missile / fighter based

can you implement something similar ? by default select the ship and if you need different module choose it a apply there different tech ?

Thank you.

4
Bug Reports & Support / Re: Shield Efficiency calculation is wrong
« on: January 03, 2024, 10:22:20 AM »
Hmm - thank you for the report, but what I think happened there is you removed a bunch of capacitors from the ship, which reduced its combat readiness, which then made the shield efficiency worse.

I am so STUPID , of course, .... the 5 percent more is from the improved combat readines at 85 , between 50 - 70ish it stays the same,... SORRY

5
Bug Reports & Support / Shield Efficiency calculation is wrong
« on: January 03, 2024, 07:56:17 AM »
hellou

i was suspecting this for a while. The shield efficiency of makeshift shield generator is wrongly calculated based upon what do you "take" first.

Here the vid:
https://screenrec.com/share/4m79e8Lori

the first sequence shows already installed generator , that has some shield efficiency (1.14). After that i take the skill and we see the shield efficiency is at 0.97

after the load and taking the skill shield efficiency first and installing the makeshift generator , we can see that shield efficiency is at 1.02 which is a 0.05 diff or a 5%
not much, but this could (maybe) affect another calculations as well (hardened shield...)..

Thank you.

6
Mods / Re: [0.96a] Exotica Technologies v1.7.2 - updated December 3
« on: December 14, 2023, 03:18:47 AM »
i wanted to ask,

when will exotica support module ships

thank you.

7
General Discussion / Looking for an omega spriter
« on: December 06, 2023, 12:46:24 AM »
Do not know if this is the right section.

I m looking for some spriter to create more variations of omega ships. But please more "OC" design , cause rotating and cutting the facet and calling it a day wont gonna do. For some types he would be given the general (non simetrical) shape , for some he would need to come up with it. We can start with some smaller ones like frigate / destroyer than look what we can do in the big boys league.
I know that their ships are OP and omega cruiser does not equal in strenght to the normal cruiser or capital... but still i like the design and in the future want release it as a micro mod where you would find the blueprints and go on the rampage....

i dont do paypal...etc , only wire transfer. Either we can agree per ship or as a whole maybe through ebay listing i m ok with that.

i was told through DMs in discord that my expected range is not ideal. So i ve bumped it (i guess)
around 25 for frigate ( i want like 2 maybe 3 variants)
around 40 for destroyer (2 maybe 3 variants)
around 70e for a cruiser (2 variants)
around 100e for a capital (1 variant)
around 200e for a supercapital (1 variant)

Thank you.

8
Mods / Re: [0.96a] LOST_SECTOR - Exploration and Quest content
« on: November 29, 2023, 02:53:21 AM »
You need to complete the Kesteven side of the quest up to a point to be able to progress from that. You get to skip most of the last quest if you find the Cache early.
[/quote]

you know there could be something like a check if you do not have completed / not started quest...etc...  with like text "what is that..."  and point you to the start of the questline / whatever, cause now i was looking at it for a while ,...and could not figured out, what to do....later i dicovered that i dicovered "lost sector" without doing a single quest (was looking for suitable system for my base of operations outside of the core worlds.

9
Mods / Re: [0.96a] LOST_SECTOR - Exploration and Quest content
« on: November 29, 2023, 12:20:23 AM »
Hellou

Is this still broken if you discover lost secotr (hidden "star ssytem") , defeat AIs without doing any quest ? - for eample just yellow ! , but cant do anything with the drifiting cores.

Pages: [1]