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); New blog post: Simulator Enhancements (03/13/24)

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 - AeusDeif

Pages: [1] 2
1
Mods / Re: [0.8.1a] Metelson industries: CEO letter updated 5.0.1 4/20/2018
« on: December 10, 2018, 11:43:23 PM »
great looking mod. posting here so I can come back and check if this ever gets updated.

2

I am lurking but not really active.

*Knock* *knock*

I like this mod and would really like to see it in 0.9

same.

Does drooling over rusty ships make me some kind of space picker? how else can I smash fleets with stuff that looks like it shouldn't even fly

3
Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: December 07, 2018, 06:52:55 AM »
classic starsector mod, will be great to see it in play again at some point.

4
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.7.2
« on: December 07, 2018, 06:45:32 AM »
I would also be happy to see these ships in game again, I don't mind having them without the IBB aspect until that's ready too.

5
Mods / Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
« on: December 07, 2018, 06:42:49 AM »
lovely bit of starsector culture here, will enjoy it whenever it's ready for .9a

6
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.1 - Updated
« on: January 09, 2016, 01:44:45 PM »
hey, quick question, is there a way to tweak how rare these ships are in game, specifically in markets? I like the mod but want to keep a predominantly low-tech feel, so I thought it'd be nice to make BRDY tech harder to find.

You would need to spend a lot of time tweaking BRDY variants, as well as fleet compositions in the .faction file, which would have undesireable side-effects. So not really.

I appreciate the answer. Mind me asking what the side-effects would be?

7
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.1 - Updated
« on: January 08, 2016, 03:36:57 AM »
hey, quick question, is there a way to tweak how rare these ships are in game, specifically in markets? I like the mod but want to keep a predominantly low-tech feel, so I thought it'd be nice to make BRDY tech harder to find.

8
Mods / Re: [0.7.1a] Starsector+ 3.0.0
« on: December 13, 2015, 02:27:11 AM »
any thought given to marines being able to gain experience like crew?

9
Mods / Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« on: December 10, 2015, 08:23:12 AM »
regarding the upcoming changes for 3.0.1, "Faction hostility events now drop your reputation to hostile at the start if you're commissioned"

will your reputation move back up to inhospitable/suspicious at the end of hostilities? or will a hostile faction keep shooting you even after it makes peace with the faction you're commissioned with?

also regarding "Market weapons and ships now depend on stability (overall abundance is decreased)"

does ship availability also relate to market size or the nature of the market? (as in military markets having military ships on open market, non military more civilians ships, and are faction ships more available in markets of their faction?)

I ask because in a recent playthrough it seemed that ships from various factions were a lot more ubiquitous than I expected, I'm actually looking forward to less abundance

That's Blackrock and Shadowyards to my knowledge.

true, but starsector plus/graphics/ssp/portraits had some too


It's easy to remove portraits by editing .faction files. Just make sure you edit the "player" .faction in the mod's directory to remove references there too (it's used for selecting portraits on startup)

tyvm for the tip! I decided to try just replacing the resources in the mods' graphics/portrait folders. same names but generic portraits.

10
Mods / Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« on: December 10, 2015, 07:53:29 AM »
Are you supposed to be unable to find any supplies or fuel at any station? Currently I will find at most 200-300 fuel and far fewer supplies at every single station I have checked including some military markets.

you could try a fuel port like sindrian diktat's homeworld.

if it's a temporary economic fluctuation you could try leaving some of your fleet in storage til you find more fuel.

11
Mods / Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
« on: December 10, 2015, 04:36:35 AM »
first: beautiful mod, beautiful ships. the designs seem very straightforward and functional like something from the mind of an engineer. the drive graphics are unique.

I started a trading character and bought a Centaur freighter easily. Felt a bit overpowered -- 11 burn speed, a big weapon, economical. Seems like it should be a destroyer, not a frigate. Maybe lower the cargo space? Was there some trade off that I wasn't seeing like low flux? Maybe it shouldn't be available to civilians if it's meant to be that good.
Its main weakness is that it has paper armor and sub-par PD compared to a Hound (and an ineficient shield). Though now that I put omni shields on all ships, that's less of an issue. I might change its ship-system to Engine Jump-start then.

well, with a medium mount i'd think it can mount a pretty good PD weapon, but I do kind of see how that limits the options

12
Mods / Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« on: December 10, 2015, 04:34:24 AM »
yeah, no offense, maybe I just don't understand it, but in any case, how would I go about tweaking it? even just adding the word 'beam' on the end so I know what it is

13
Mods / Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
« on: December 10, 2015, 02:10:47 AM »
first: beautiful mod, beautiful ships. the designs seem very straightforward and functional like something from the mind of an engineer. the drive graphics are unique.

I started a trading character and bought a Centaur freighter easily. Felt a bit overpowered -- 11 burn speed, a big weapon, economical. Seems like it should be a destroyer, not a frigate. Maybe lower the cargo space? Was there some trade off that I wasn't seeing like low flux? Maybe it shouldn't be available to civilians if it's meant to be that good.

14
Mods / Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
« on: December 10, 2015, 02:03:13 AM »
... which has reduced their somewhat ridiculous flux costs and increased their turn speed, and a very experimental balance change to the CEPCs: Plan Triple Doubles is now in effect.



Quote
"Wait what?"  I can hear you saying now, to which I reply "You heard me!"  Double Damage, Double Flux Cost, Double overall firing time!  I'm Doubling Down!



(mindblown)

Quote
Well, except for the Scatter CEPC, the Triple Double there is a bit different; Triple the Ammo, Double the Recharge Rate!

in all seriousness, sounds cool, looking forward to trying it out

15
Mods / Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« on: December 09, 2015, 02:54:32 PM »
Did you disable the MusicLib in the mod selector?

actually I deleted it from the mod folder when I replaced SS+ with the no music version.

Which portraits?  SS+ only adds player portraits and IBB portraits - disabling the former is pointless and disabling the latter is impossible.

player portraits, the kind you select when starting a new character. Saying it's pointless is a non-answer. I don't want anime characters next to a different art style.

you know, they might be from one of the supported faction mods.

Pages: [1] 2