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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 - TheLoneCenturion

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Mods / Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« on: January 02, 2020, 10:59:21 AM »
I absolutely LOVE space exploration events, I also love catastrophic random events that effect everyone in range and change the pace of the game.

I loved your other mods and wish you the best on this one, I would love to play it when ready.

2
Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 10, 2019, 10:37:55 PM »
Yea apparently starting the game with core systems set to random causes the vast majority of factions to not have heavy industry at all for the start of the game, even factions that should really have a heavy backing industry wise.

Is there a way to have the established factions always spawn with at least 1 or 2 heavy industry planets and bases in the menu?

3
Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 10, 2019, 01:13:53 PM »
Hey is it intentional that 80% of the ships in the game including large well maintained (I would assume they are well maintained) battle fleets to have upwards to 4-6 damage mods per ship?

Like nearly every ship in the game including the ones you can buy all have D mods and often times they have a ton.
I can understand a few of them having D mods but more than 70%? That can't be right.

Is this a bug or if its not can it be disabled or changed with a setting?

My current mods are:

-Arsenal Expansion 1.5.3g
-Blackrock Drive Yards
-Dassault-Mikoyan Engineering
-DIABLEAVIONICS
-GraphicsLib
-LazyLib
-MagicLib
-Nexerelin
-ORA
-Starship Legends

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