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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - Kwbr

Pages: [1] 2 3 ... 9
1
Mods / Re: [0.95.1a] ScalarTech Solutions 0.8.5
« on: February 18, 2023, 09:59:37 PM »
Ok dumb question, but where is the spindle system? i looked up a video that went over this mod and im not seeing spindle in my game where it was in the video. Getting the weapons and ships to show up fine tho. Did you move it or is it something on my end?

did you add it to an existing save? mods that add new star systems won't add them if installed on a save that already exists

2
it seems more like a case of not understanding your enemy to me. its hard to really take any of that criticism seriously without knowing what you're using to fight them with.

frankly shadowyards requiring actual change in strategy to fight rather than the usual 'do everything' fleet composition / ship loadouts is a very good thing if you ask me

3
General Discussion / Re: Enemy doesn't attack my ship
« on: September 27, 2022, 05:07:58 PM »
more information on your fleet and the enemy you're fighting would help, along with any mods you might be running. is this happening with every fight?

4
General Discussion / Re: realism
« on: September 22, 2022, 07:19:10 PM »
Is there an actual complaint here beyond "massive income inequality and concentration of wealth in private ownership is unrealistic"
lord if only that were true

5
I am curious, can you give details on why you renamed it?

games workshop has been threatening to take legal action on basically all fan projects and non-official content for violating ip. it's unlikely that'd happen to this but still understandable

6
Mods / Re: [0.95.1a][v1.0.2] Realistic Combat
« on: July 08, 2022, 05:37:33 PM »
well this seems intriguing but 'compatible out-of-the-box with all mods' is blatantly untrue from what i've tested

i should clarify- it doesn't crash and does apply its changes to every mod, which is where i have a problem with this being "compatible". i don't really think you can call it compatible with all other mods when it forces blanket changes to every other mod with zero preservation of those mods original designs or intentions.

the scy zone scorcher now has a refire delay of 0.07, for example

7
To be fair its not like people would play it with that many mods as if it were skyrim, and they are not updated that often anyways.

i dunno, it'd still be extremely frustrating if an automatic update you didn't notice corrupted a save you'd spent a while on.
and you might not but im currently running somewhere in the realm of 120 mods. and thats not every mod i have downloaded

8
as midnight kitsune put it
Steam is brought up many times here and, IIRC, Alex has said that it will only happen when it is done or nearly so. You only get one shot at steam so you need to make it count.

i recommend doing a quick search for 'steam' on the forums if you want to read into it more

9
I'm an independent, with high relationship to independents, flying near an independent world with a station.  G&M tries to extort me and the independent station joins them.  When I tell G&M to *** off, all the independents everywhere are suddenly hostile to me.
Although they have one annoying thing, they can just annihilate your reputation with Independents if they decided to rob you near independent planet or fleet, since they are friends with Indies, they aid them in battle against you, and game counts that like you just attacked Independents, its not that bad when you have transponder off, you get -5 rep with indies, but if you was unlucky to have turned on transponder, Indies become immediately hostile, rep goes straight to -50 hostile. Which is strange, because you got ruined relationship with Independents for just defending yourself from piracy action.

this is my main problem with this mod. im assuming its just vanilla behavior (GMDA being 'allies' to the independents) but it really isn't fun. makes it hard to tolerate playing with GMDA despite it being a very high quality and enjoyable mod otherwise.

10
frankly if your problem is "ship is too good exclusively in the players hands" then just don't use it. the scenarios you're describing will likely never happen on the AI side of things. the mods been basically inactive for over a year anyways

11
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: February 19, 2022, 08:46:04 PM »
obligatory did you completely delete the previous version before updating instead of overwriting

12
Bug Reports & Support / [0.95a- RC12] Repeated patrol scans
« on: March 30, 2021, 05:32:31 PM »
Bought a ship off the black market, got chased by a hegemony patrol. Turned my transponder off before exiting the system and got intercepted by the patrol in hyperspace, who then demanded I turn my transponder back on and submit to a scan. After the scan was over I immediately got the "You match the profile of a suspected smuggler" dialogue and was forced to submit to a second scan. This all happened in the same dialogue window, I was only intercepted once.

Not really a bug just weird behavior I thought was worth mentioning.

13
Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« on: January 11, 2021, 04:07:59 AM »
dunno if this is a known bug or anything, but uh -
Spoiler
[close]

14
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: September 17, 2020, 02:32:54 AM »
this mod is inactive so it's unfortunately unlikely to be updated unless someone like nofood picks it up again. also don't really think the sajuuk would translate well to starsector's top-down style, it'd just kinda look like a boring featureless wedge. maybe if it was on its side or something but then it'd be asymmetrical and not in the good way.
Spoiler
pic related
[close]

15
Modding / Re: [0.9.1a] Commonwheat Additions [ver 0.2]
« on: August 26, 2020, 03:55:54 PM »
love the capital frigates. thought i'd mention that the galaxy tigers mod also has a mini onslaught (not that it actually matters), and that arsenal expansion also already has a ship named vanquish

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