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Fractal Softworks Forum
- February 01, 2023, 03:15:15 PM
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News:
Starsector 0.95.1a is out! (12/10/21); In-development patch notes for Starsector 0.96a (02/01/23)
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General Discussion / Re: I don't like the idea of build-in hull mods debuffs
« on: January 28, 2023, 01:50:32 PM »
So the reality here is that the build-in debuffs are overall fairly minor and also entirely optional. You can still chose to just not build-in heavy armor or EMR. You're simply trading a small amount of OP to not get the debuff.
It's simply impractical to take these very high cost hullmods as the baseline for S-mod value since they are very much the exception rather than the rule. The ideal baseline is almost certain ITU, given it is an essential hullmod for cruisers and capitals to be combat effective in most cases. It also isn't a hullmod you'd want to give S-mod benefits to given it is already a gamechanger for certain classes of ships.
I frankly much prefer it if building in HA is actually a choice rather than the automatic option for anything that isn't hightech. We are hardly entering massive spreadsheet optimisation territory here, but there's actually build choice now. The way I see it, the dislike for potential S-mod penalties is just the typical reaction of people to any kind of nerf to anything they like. It's a rather silly clinging to power they feel entitled to.
More build diversity is good, more genuine choices for S-modding is brilliant and I simply can't see any real reason against it beyond "I don't like being a little less powerful"
It's simply impractical to take these very high cost hullmods as the baseline for S-mod value since they are very much the exception rather than the rule. The ideal baseline is almost certain ITU, given it is an essential hullmod for cruisers and capitals to be combat effective in most cases. It also isn't a hullmod you'd want to give S-mod benefits to given it is already a gamechanger for certain classes of ships.
I frankly much prefer it if building in HA is actually a choice rather than the automatic option for anything that isn't hightech. We are hardly entering massive spreadsheet optimisation territory here, but there's actually build choice now. The way I see it, the dislike for potential S-mod penalties is just the typical reaction of people to any kind of nerf to anything they like. It's a rather silly clinging to power they feel entitled to.
More build diversity is good, more genuine choices for S-modding is brilliant and I simply can't see any real reason against it beyond "I don't like being a little less powerful"
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Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: January 28, 2023, 12:13:01 PM »
Yes, is known. Not my problem. Go over to the IndEvo thread.
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Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: January 27, 2023, 12:41:52 AM »
Is a known bug. Will be fixed in 0.9
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Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: January 26, 2023, 09:07:05 AM »
the free dun scaith got removed in favour of other spawns
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Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: January 24, 2023, 01:05:05 PM »When I start a new game with this mod, im getting this crash report:
I am using many other mods, but they all worked until I updated some mods(including this one). I narrowed it down to this mod. Any idea what is going on or what I did?
not compatible with the new IndEvo update. I posted a beta release that fixes it over in the indevo thread.
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Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: January 23, 2023, 10:14:23 AM »Any chance of changing the hell hound?
They zip around like flies on cocaine with no counterplay i know of while being supremely tanky, and RANDOMLY may provide a benefit way unproportional to their DP by yeeting a capital to Ohio, way from the frontline.
no. They are meant to disrupt and they do a good job of it
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Mods / Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
« on: January 21, 2023, 02:11:23 PM »9
Mods / Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
« on: January 21, 2023, 03:58:15 AM »
It should be noted that I posted that update on very short notice late at night yesterday. It's a very unfinished beta, but should be stable
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Mods / Re: [0.95.1a] Industrial.Evolution 3.2.a - Campaign content expansion
« on: January 21, 2023, 03:46:52 AM »11
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: January 09, 2023, 08:40:49 AM »dose the industrial ruins in planets despair overtime? because mine did.
wrong mod, you'll want to head over to IndEvo
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Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: January 05, 2023, 01:12:34 PM »
That's just normal Nexerelin STF functionality
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Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: December 30, 2022, 03:49:49 PM »Hello Nia, I've got a question! So I noticed these Blackwatch fleets roaming the Infernalis region. I've had the pleasure to fight both alongside and against them and I really want to get my hands on their ships, but I couldn't find their HQ or their ships on the market. Please help?
they are automated ships so you need the skill to recover them. They aren't available for sale.
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Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: December 29, 2022, 07:03:22 AM »The Korikaze doesnt have the Automated Ship hullmod despite being a droneship.
Intended
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Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: December 26, 2022, 02:33:48 PM »
Sounds like either a bug with vanilla or nexerelin. It's a normal star fortress without anything fancy going on.