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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - felixsimon

Pages: [1] 2
1
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC2)
« on: December 09, 2018, 06:48:04 PM »
A quick question: is Unsung and/or Banshee Norn in the game? (can be found somewhere like previous version of the game, or sold, or something?) or are they gone for good?

2
Mods / Re: [0.8.1a] Neutrino Corp. (v. 1.84RC3)
« on: November 30, 2018, 11:10:09 PM »
Compatible updates are done. Now I am doing test runs, for debugging and rebalancing.

I love you!  ;D

3
Mods / Re: [0.8.1a] Neutrino Corp. (v. 1.84RC3)
« on: November 30, 2018, 02:47:30 PM »
any plans of updating this for 0.9? or should i abandon all hope?

4
Mods / Re: [0.8.1a] The Nomads, v1.4.11-rc2
« on: November 30, 2018, 02:47:18 PM »
any plans of updating this for 0.9? or should i abandon all hope?

5
Mods / Re: [0.8.1a] Diable Avionics 1.89 (2017/01/28)
« on: February 03, 2018, 12:49:56 PM »
Last update of this mod, according to the title was... 1 year ago? Crazy!  ;D

6
Mods / Re: [0.6.2a] The Nomads (v1.0 RC4)
« on: May 17, 2017, 10:09:09 AM »
Trylobot:"Sure. I haven't had much time to work on it, so go ahead."

I out a lighted version soon. (Lighter version: The Oasis(MotherShip) functionnality disabled : (Unique Ship on the world, if destroy, can be buy on the capital planet of the Nomad faction))
do you mean to say you're updating the mod for 0.8?

Yes.


HYPE!!!!

7
Mods / Re: [0.8a] Green Knight Security (v0.9b)
« on: May 15, 2017, 03:03:47 PM »
oh, i thought it was a custom faction... Still, i prefer my fleet to be uniform (if i play neutrino or diable mods, i never use ships from any other faction) and considering specific color and style of your ships, they wont blend well with anything but themselves, so im looking forward to making GKS Fleet to rule them all  ;D
As for the capital... Im kinda biased toward something like Unsung from Neutrino mod, but i understand that it's unreasonable. As for more realistic option, ive been playing many different mods,and all capital ships that i umm... "commissioned" have same problem: crapton of mounts, no flux to support possible firepower. I understand, that it's made for balance purposes, but maybe GKS could have capital ship that is light on weaponry (like maybe only 2 large mounts, or even only one) but great flux dissipation, that would allow player to stick pretty much any weaponry on it and not feel like they use only half of it after first barrage. Just throwing the idea out there  ;D

8
Mods / Re: [0.8a] Green Knight Security (v0.9b)
« on: May 15, 2017, 02:37:40 PM »
Awesome looking mod, although im forcing myself to wait: need at least one capital ship to feel competitive without zerging enemies with cruisers =_=

9
Mods / Re: [0.6.2a] The Nomads (v1.0 RC4)
« on: May 08, 2017, 12:08:54 PM »
maybe someone can revive this mod? Anyone? No? Ok :'(

10
Mods / Re: [0.8a] Neutrino Corp. (v. 1.84RC1)
« on: May 07, 2017, 03:26:07 PM »
so how the *** do i find the unsung? Is it in a hidden star system that doesn't show on the map or is it going to spawn like the probes you can find out there? like would be cool if it was more obvious to find this thing as I hate breaking immersion to find it. I mean once i have it its not that bad but it would be great to have some kind of clues on how to find it or how it spawns really. I just would like to know what i need to search for like a derelict ship or in a abandoned stations shipyard or something...

well, after not gettin any response, i started fiddling with some game files, turned on dev mode, replaced deep hyperspace graphic with something more see-through and i found out that there's no hidden star systems (at least not in deep hyperspace, where it was impossible to see) if my observations are correct, star systems are hardcoded to spawn outside of deep hyperspace (or deep hyperspace hardcoded to not spawn on top of systems) with the exception being Neutrino home base, that has set coordinates and not a part of procedural generation. So if unsung's hideout is indeed procedural now, it will spawn inside of one of the star systems, that are on the map. There might be a system that doesnt show up on the map, but i havent found anything like that so far: all systems that ive seen were on the map alright. Right now i buffed sensor range and just scanning system after system, trying to understand where the fk unsung is hiding from me...

OK, found it. In my case, "Abandoned Neutrino Facility" was located inside one of the black hole systems (which does makes sense, since they are all about SCIENCE and stuff XD). It still requires 4k supplies and 30 days to get unsung, not to mention that black holes spawn in the far reaches of the sector, so fuel for 2 trips there and back will also cost quite a bit.
Now i dont know if it has to be black hole, but im too lazy to run multiple tests. maybe ill generate couple small sectors and see what i can find...

3 more randomly generated sectors and in all 3 unsung was hiding in one of the black hole systems. I think it's pretty safe to say that if you want to find unsung, look for black holes. Cheers everyone XD

11
Mods / Re: [0.8a] Neutrino Corp. (v. 1.84RC1)
« on: May 06, 2017, 09:36:10 PM »
Can someone tell me what am i looking for in terms of hidden Unsung? Is it a star system in which i can find the abandoned station with it inside? Is it just a completely random event in hyperspace on (now) random spot? Are there any hints where to find it maybe after opening domain-era probes, like about motherships?

12
Mods / Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« on: May 03, 2017, 09:15:07 PM »
Cant wait for Nexrelin update: after playing current version for quite a bit, it feels like it discourages fighting due to heavy supply costs of restoring CR and repairing. Missing being able to just mine as much as you want and go on a murder spree  ;D

13
Mods / Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
« on: May 02, 2017, 04:49:16 PM »
Stupid question.  How does one get the ships to use that "transform" animation?

"Transformation" is a ship system, and is used same way - "F" key by default.

14
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.84RC1)
« on: May 01, 2017, 08:34:31 PM »
Are the ships supposed to be overpowered compared to vanilla and other mods? Been liking the design of the ships so it would be a shame if they can beat pretty much all the vanilla ships all by themselves.

Assuming there hasn't been any major balance changes since the age of Nexrelin, Neutrino is slightly stronger than vanilla factions offense-vise, but weaker defense-vise.

15
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« on: May 01, 2017, 10:49:20 AM »
Is "Unsung" in game (as in can be purchased in store) or do you still need to do some wizardry to get it to appear?

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