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News:

Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - StarScum

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1
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: November 11, 2021, 11:31:36 AM »
Did this mod use to change the planets in Penelope's Star to be easily terraformable with a lot of the infrastructure already set up?

I don't think you can terraform Ogyigia anymore since its a barren world that isn't habitable. Or am I wrong?

With default settings in the current mod version you cannot terraform Ogygia. That will be changing in the next version of the mod, which I hope to release this month.

Cool! Penelope's Star always had a soft spot in my heart as 'the' player colony. Could you give some details as to what you are going to do with it? Are the planets all going to have fixed features and/or special features?


2
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: November 11, 2021, 08:56:49 AM »
The big ones.

And 'some distance away' from the system center means anywere from 3k-12k away, right?

That basically covers the entire system in that case...

3
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: November 11, 2021, 08:51:30 AM »
Are the big squares or the little squares on the System map 2k x 2k large? I can't remember.

4
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: November 11, 2021, 07:53:01 AM »
Did this mod use to change the planets in Penelope's Star to be easily terraformable with a lot of the infrastructure already set up?

I don't think you can terraform Ogyigia anymore since its a barren world that isn't habitable. Or am I wrong?

5
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: November 07, 2021, 09:47:40 PM »
So is there a way to gain access to all the ships and stations without spawning the faction? I want them for my own personal use.

6
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: August 12, 2020, 09:14:18 PM »
Do you plan to add defense stations as well?

7
I'd love to have these for my personal use. Is there a way to only spawn in blueprints and not have them be used by other factions at all?

8
General Discussion / Re: Civilian Transports
« on: April 17, 2020, 09:39:43 AM »
Are civilian transports even used by Ai fleets? If not, they really should be integrated into the normal trade system in the form of immigrant convoys.

It would make population growth less arbitrary. The factors that effect it would still attract immigrants but they have to actually get to the planet to populate it. You could also add population 'pushes' that causes people to leave colonies that are in decline.

9
General Discussion / Re: Which ship do you think is the ugliest?
« on: April 17, 2020, 09:29:42 AM »
Any of the unsymmetrical ones really, but I really hate how the Conquest looks. Why would you create two separate struts instead of merging them together? I can think of no practical purpose for this other than if one gets destroyed, they other one can keep fighting. But that doesn't seem to be much of an advantage when you have to arm both struts. And think of how inconvenient it would be to go from one strut to the other. Conquest should look like a battleship with big guns going down the middle that can turn 300 degrees or so with smaller guns lining the sides. Would be much more flux efficient and probably more structurally sound.

Also, not a ship but close to it. I hate how ship hull are represented as Hounds. Not just because I also think Hounds look dumb when they should look super cool (they're the premier smuggling ship after all) but also because I think Alex can come up with a better icon purpose-made for the commodity like every other one.

10
General Discussion / Re: Cryosleeper Luck
« on: March 28, 2020, 10:24:42 PM »
Luckily there's a new mechanic in the work that will allow you to use sleepers in other systems as long as they are close enough.

11
The option to enable/disable factions is grayed out. I have the Dassault mod installed and want to keep its weapons, ships and blueprints but don't want the faction to spawn. How do I enable the enable/disable function at start?

12
Who are these communist chucklefucks and why can they throw 10 fleets of capitals at me?

13
Who are these communist guys and why can they throw 10 fleets of capitals at me?

14
General Discussion / Re: What is everybody's favorite weapon
« on: February 21, 2020, 10:56:58 PM »
Dagger Torpedo Bombers, by far.

15
Does the production of goods like Ship Hulls and Marines effect how often and how strong expedition fleets are? The Rimworld Corporation is sending 5 very strong fleets that threaten my main system will all fully-upgraded star forts and 2 high commands despite only having three *** worlds.

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