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Messages - WooksterRu

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Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: April 15, 2021, 10:24:04 AM »
I'm sure varya is putting a lot of love and care preparing his mods for 0.95a. can't wait to immerse myself again in them with some brand new quality of life changes <3

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Mods / Re: [0.9.1a] The Star Federation v0.7.2a (Inspired by FTL)
« on: February 02, 2021, 12:16:51 PM »
the mod is absolutely beautiful, but completely busted in Nex, the invasion fleets are busted OP with the amount of Hard Flux they can sustain coupled with their infinite swarms of fighters, they just steam roll the entire sector :(

Edit: I realized that most of the factions they have been steam rolling are using nothing but anti-armor mounts severely handicapping themselves sorry If for the over exaggeration. But your mod is awesome though xD

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General Discussion / Re: how moddable is starsector?
« on: January 31, 2021, 12:57:18 PM »
Judging by the Miscellaneous Mods section of the Mods Index, If you can find it in the source code you can modify it.

4
General Discussion / Re: The endgame enemy.....
« on: January 31, 2021, 10:46:19 AM »
a secret end game scenario where the Rogue AI event you can trigger starts a Redacted war would be cool, getting a sector wide broadcast reports that more and more AI ships have been sighted across the sector ultimately leading up to the discovery of  system heavily guarded by redacted fleets where the Rogue AI went to colonize a machine planet for mass production of Redacted Fleets to start the next AI war.....I've been playing to much stellaris...  ::)

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General Discussion / Re: AI fuel & Supplies - Logistics
« on: January 31, 2021, 05:48:06 AM »
I completely agree, and seeing each faction Capital core world having a Capital fleet patrolling its system would be amazing to mitigate pirate decivilization, But seeing them spawn and being sent as bounty hunters or plantery invasions with no logistical support is a real slap in the face when I look at myself having to constantly think about how far i should travel before restocking.

Edit: The Unique faction leader portraits should command a top tier fleet for their faction above their Capital world instead of being the administrator. this would be cool idea for allowing faction leader assassination attempts at the end game.

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General Discussion / AI fuel & Supplies - Logistics
« on: January 31, 2021, 05:17:22 AM »
I find it pretty frustrating seeing complete doom stacks of AI fleets going about their business without the need of any support Prometheus fuel carriers or civilian crew transports. This gets even worse when the game spawns 3 stacks of fleets fielding nothing but capitals as bounty fleets when playing Nexerelin. I'm sorry for the rant but my actual question is will this hopefully be addressed later in the games life span or maybe a community mod to make it workable ?

7
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: November 09, 2020, 02:25:02 AM »
I absolutely love reading the upcoming changes and updates to the game, starsector is proof that you don't need fancy 3D graphics to make a amazing game. I just hope I don't die of old age before the games full release haha. I'm sure the quality and possibilities will be endless :D

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Mods / Re: [0.9.1a] High Tech Armada
« on: August 12, 2019, 01:02:38 PM »
would you consider adding a mobile star fortress for the Remnants, kind of like what the Luddic Church and Tri-Tachyon has. I've modded my game to play as the Remnants and I find your mod to be a nice addition for some extra high tech variety :D

Exist already a mobile star fortress on remnant, you need to download Seeker mod of Tartiflette.

Awesome, thanks for the info :)

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Mods / Re: [0.9.1a] High Tech Armada
« on: August 12, 2019, 11:01:18 AM »
would you consider adding a mobile star fortress for the Remnants, kind of like what the Luddic Church and Tri-Tachyon has. I've modded my game to play as the Remnants and I find your mod to be a nice addition for some extra high tech variety :D

10
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.3
« on: August 12, 2019, 05:36:13 AM »
I love this mod, is there maybe any plans to add a Lion's guard version of the Victory class ship?

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Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 12, 2019, 03:34:53 AM »
I do believe I may have found a bug.

Spoiler
[close]

viva la revolucion  ;D lol

In all honesty it would be cool to see internal conflicts causing new parties to break off and form their own sub colony factions xD.

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Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 10, 2019, 08:18:27 AM »
okay is it normal that my reputation just constantly plummets with factions at random after making my own faction ?
i was neutral  to positive with every one except the league path and pirates then founded a colony and immediately  everyone but the independents are hostile to me.
testing with the command console and resetting reputation does work for a while and then immediately i am down on minus 50  or worse with almost all of them.

Are you maybe commissioned by another faction?, If that is the case your reputation will always default towards what theirs are even if you start your own colony. make sure you cancel any commission you currently have with a factions before striking out on your own.

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Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 10, 2019, 08:16:14 AM »
Hi, I don't know if this is exclusive to the mod itself, but why do the other factions not get a massive reputation penalty for saturation bombing. I've noticed a few times where factions remove the population from planets with a good bombing and get no bad rep for it yet if I do it everyone in the sector sees me as a galactic genocidal maniac. Is this a correction that's going to be implemented or will all the factions in the sector forever be united in judging solely the player for their actions and not each other? 

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