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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 - Hazard

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Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
« on: October 26, 2019, 09:00:31 AM »
Also why are the BB weapon drop rates so incredibly small? It's a bit sad to go through the ordeal of beating a bunch of BB fleets only get like 3 small weapons as loot. Last game I fully cleared all 3 BB systems only to end up with a handful. The fighters do drop fine (firesprays are amazing).
I was wondering about this too. I've killed three superdreadnoughts, and I'm pretty sure none of them dropped more than one weapon. I'm not seeing any mention of drop rate reductions in the change log, though, so either it's all horribly bad luck or related to some base game change.

Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 07, 2019, 12:07:22 PM »
It's on my list of things to look at.

Ah, sorry, I didn't notice you had already replied in that thread. Good to hear.

Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 07, 2019, 12:22:49 AM »
Alex, did you manage to put in a fix for the Coordinated Maneuvers/Electronic Warfare bug?

Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: January 24, 2019, 06:07:49 PM »
The new sprites seem to be quite a bit less "busy" than the old ones, and combined with the cooler color scheme they do look less flashy. That said, they seem to be very much in line with the newer vanilla sprites. Comparing ships like the Colossus or Legion with any of the old capitals produces basically the same effect, at least in my eyes; the newer ships may be less striking, but they do look more consistent, and that's what I'd guess Dark.Revenant is aiming at.

The new versions could maybe use some more of that red lining, but apart from that, they look really nice. It's been a long time since I last played with II, so I'm certainly looking forward to the update.  :)

Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: January 03, 2019, 02:39:21 PM »
cant you just press F1 when your hovering over the commodity? Be in range of a com sat and it should pull up prices.

That only shows the 5 best places to buy and sell that particular commodity, it doesn't tell anything about the prices in other markets. Maybe the market that has the sixth cheapest fuel prices is right next to you and restocking there would be cheaper, since you don't need to waste fuel and supplies travelling 15 light years to one of the cheaper places. As it is you have no way of knowing that, unless you drop by a market and check the global prices there.

Apologies for the necro, but this is still an issue as of 0.9a. It's particularly annoying when defending colonies, since it's very common that patrol fleets engage the enemy before the player.

General Discussion / Re: What brought you to Starsector?
« on: January 02, 2019, 03:51:29 PM »
The space-sim genre has evolved and improved greatly with titles like Stellaris, which I do play.

Stellaris and Starsector are almost completely different games mechanically, and I don't see how either one of them is a space-sim.  ???

Mods / Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
« on: January 02, 2019, 07:40:28 AM »
I have to say, fighting Blade Breakers with high rate of fire, low damage energy weapons was a pretty nasty surprise. Even with full combat skills, 100 damage energy hits (from the Neutrino Bane) were reduced to around 4 against an intact, 700 armor BB ship. There have been a few such occasions, and I guess they all must have had the Support Focus hullmod and an officer with armor-boosting skills.

Guess it'll be Tachyon Lances and Antimatter Blasters from now on. :P

Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« on: January 01, 2019, 08:22:00 AM »
The large energy turrets on the Banshee should probably be swapped around: if both of these have a weapon, the one closer to the engine is rendered under the weapon on the front, and so the first slot's weapon looks like it passes through the second weapon, instead of over it, whenever both of them are pointing forward.

Edit: Is this actually possible to do? Just switching the turret IDs around doesn't help, so I suppose it's not as simple as that.

Mods / Re: [0.9.0a] Diable Avionics 2.01 (2018/12/13)
« on: December 28, 2018, 04:27:49 AM »
The Heavy Flicker Core description has a typo: it says it stores 2 charges, instead of the 4 it actually does.

Modding / Re: Hemsmanship Zero flux 1% Bug
« on: December 25, 2018, 09:19:47 AM »
Yeah, I'm 99,9% sure the skill description showed 1% when I first moused over all the skills, some days ago. Now it's 5%.

It could be an issue with mods, but all the mods I'm currently using have been active from the start, so...

Mods / Re: [0.9a] Sylphon RnD 0.9.2
« on: December 25, 2018, 01:47:28 AM »
Seems like a great mod, so far. Nice job!  ;)

But, is it just me, or is the Silverhead's engine sound a lot louder compared to vanilla ships? I'm not sure if it really stands out in combat, but in the simulator it seemed very noticeable.

Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: December 25, 2018, 01:27:04 AM »
As far as i know, yeah.

Kinda annoying. Knowing which of the nearest inhabited systems offers the cheapest prices is pretty important, especially when resupplying a large fleet.

press f1 on item when inside telecom array range, then navigate around.

The top 5 places to buy/sell isn't always very useful information, since it doesn't take fuel and supply expenditure into account.

Mods / Re: [0.8.1a] Nexerelin v0.8.4b "War and Peace" (update 2018-09-30)
« on: December 24, 2018, 06:21:22 AM »
Ah, I see.

Well, I'm certainly looking forward to the update. The Sector always feels so quiet without Nexerelin. ;)

Mods / Re: [0.8.1a] Nexerelin v0.8.4b "War and Peace" (update 2018-09-30)
« on: December 24, 2018, 04:58:48 AM »
Who'd be the entity collecting the tax, though? Especially later on, when your economic and military strength becomes equal to the biggest players in the sector or even stronger.

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