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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Embercloud

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1
Blog Posts / Re: Writing Starsector
« on: December 18, 2020, 03:18:43 AM »
I always wanted a text adventure in starsector

2
Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: April 16, 2019, 03:09:47 AM »
Is the hectate shield still bugged while retreating?

Since the secondary shield is, in technical terms, another ship slapped on top of the actual hectate, when you retreat one of the ships sticks around and the battle goes on forever even though you don't have any ships in the battlespace.

3
General Discussion / More quests
« on: April 11, 2019, 01:19:50 AM »
Will 1.0 feature a campaign of sorts, or more quests?

4
Bug Reports & Support / Re: Simple machine forum not tracking sent messages
« on: February 22, 2019, 11:15:48 AM »
Ah, thanks, I guess you learn something new every day

5
Bug Reports & Support / Simple machine forum not tracking sent messages
« on: February 22, 2019, 03:46:35 AM »
I'm not sure if this is the right place to post this but here goes:

My outbox is empty. There is no record of the messages I have sent which is slightly annoying but not really a big deal.

6
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 20, 2019, 12:18:26 AM »
It's not a hotfix, and "until it's ready(tm)" :) (I do get that it's been a bit; I'd like to get it out asap, but it's just a lot of stuff.)

No rush (please hurry  :D)

7
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.1 (23.03.2018)
« on: February 13, 2019, 06:00:11 AM »
A blackrock station would be absolutely glorious. Really looking forward to seeing it.

8
General Discussion / Re: Seed Thread
« on: February 08, 2019, 01:35:44 AM »
More! More!

Also, has anyone found the glorious 50% legendary system?

The "mild climate" attribute is in the files but I'm not sure it gets applied by the RNG-system.

Alex has confirmed it will be in the next patch, however

9
Modding / Terraforming
« on: January 29, 2019, 04:27:59 AM »
Limited terraforming already exist in the lore.

I find it absolutely warranted to add the ability to alter planetary effects by adding solar mirrors/shades to increase/decrease temperature for example

The problem is I have no idea how to go about doing this. I'll leave this thread here to share my idea while I go and research

10
Bump, this should be a thing. Solar shades and mirrors already exist in-game.

11
Mods / Re: [0.9a] Transponder Reminders 0.1.0
« on: January 22, 2019, 02:20:34 AM »
Is this still relevant? I think vanilla has it implemented?

Not when you transverse jump, but frankly, if you forget while using it, you had it coming

12
I once made 1.6 million credits in a single run, git good, OP, and don't bring unnecessary ships.

13
General Discussion / Re: Malfunctioning Comms on a Tempest
« on: January 04, 2019, 05:44:51 AM »
issue with cost and stuff, that one supply less or one supply more, does not actually matters 30 minutes after game start.

i never hit issue with "can't deploy something because it too costly"  and as soon as you get colony, money is not issue at all.

Money may not be a big issue after the initial hobo phase but supplies can almost certainly be an issue. Especially if you are exploring

14
General Discussion / Re: seeds?
« on: December 11, 2018, 12:21:01 AM »
Mods which change the starting map will also change how the randomization seed effects the procgen.

So if you or he had any mods that effect the world map (or maybe(?) if you had different initial setting on the galaxy settings) then you won’t get the same Sector.

This is true, I actually removed Diable avionics from my modlist because outer terminus creates a large area of nullspace around it.

15
General Discussion / Re: Stations with Dots on Map
« on: December 10, 2018, 06:45:31 AM »
I'd wager it's the station level, correct me if I'm wrong

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