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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 - JenkoRun

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1
Mods / Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« on: March 25, 2024, 05:15:35 AM »
Spoiler
How exactly do I need to finish the quest to gain access to the blue Prototype Blueprints? I want my faction to have those in their patrols, cheers.
[close]

2
Blog Posts / Re: Simulator Enhancements
« on: March 13, 2024, 03:20:06 PM »
That info on the data carrying over between saves, could we get something like this for custom ship loadouts in the future? I've always found it bothersome that my favorite loadouts needs to be made from scratch again per save game, loving the changes and the move to Java 17 has me just as excited.

3
If you're taking requests could you add an option to prevent capturing officers above level 5?

4
Blog Posts / Re: Colony Crises
« on: December 03, 2023, 09:57:03 AM »
Oh here's a question, if you avoid going to visit the High Hegemon for the Galatia quest until after you've defeated all the AI inspection fleets, will there be unique dialogue with Baikal?

5
Blog Posts / Re: Colony Crises
« on: November 25, 2023, 06:44:58 AM »
Are there any plans to tie in the reactivation of the gates at the end of the Galatia quest line with the Crises system, or even just how the factions react to the player? For something as huge as that it feels kind of weird that none of the factions react to it, with the Crises system being a big step in the Sector reacting to the player this feels like something that would fit right in.

6
Mods / Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« on: October 04, 2023, 04:50:26 AM »
i tested my question with the AOTD pollution when installing nanoforge and environmental agency removes the pollution but it just gets added again.
This also happens with TASC and AOTD together

7
Mods / Re: [0.95.1a-RC6] Lights Out
« on: September 28, 2023, 03:03:14 PM »
If this ever gates update I'd like to report that this mod doesn't hide undiscovered stars and planets from the intel celestial objects screen, so you can bypass the blind discovery part.

8
Mods / Re: [0.96a] Ashes of The Domain
« on: September 06, 2023, 05:02:04 AM »
after just researching the stella manufactorum, my game crashed when I tried to build it... did I miss a mod that unlocks it? I've got the hypershunt rework, TASC and II
It's a bug in the current build, you can get around it by placing any AI core on it.

So I throw an AI core in while its building?
I think so, I don't remember how I was able to get a core into it last time

9
Mods / Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« on: September 06, 2023, 05:01:13 AM »
Is there any plan to add a more Hegemony and/or Independent-flavored Colony Government type? The current ones seem to all be Luddic, TT and pirate-themed.
Sure! Main issue is their effects, where I am out of ideas, as usual. Theme is much, much easier. Thanks for the feedback!
Hmm, what about a Military Administration government that increases spawned fleet size and planetary stability, but either makes all non-military/heavy industry buildings require an additional commodity in upkeep or flat-out "taxes" income by a set percentage?
That's a cool idea, think it should provide buffs if the planet has hot or extreme heat like the cryo engine?

10
Mods / Re: [0.96a] Ashes of The Domain
« on: September 05, 2023, 01:06:08 AM »
after just researching the stella manufactorum, my game crashed when I tried to build it... did I miss a mod that unlocks it? I've got the hypershunt rework, TASC and II
It's a bug in the current build, you can get around it by placing any AI core on it.

11
Mods / Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« on: September 03, 2023, 02:43:02 PM »
What are the requirements for Hidden Arcology? It says: Can not be built here.
Screenshots:
Spoiler


[close]
Same problem here, the only similarity between our 2 planets is the extreme heat, if that is the reason and its intended that it's blocked that would SUCK because I was relying on that specifically for that situation for my faction build, plus roleplay.

12
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: September 02, 2023, 07:14:23 AM »
Just had a thought, what do you think of decreasing the ground defense penalty for Domes if the planet has a Planetary Shield on it? I tend to pick Volcanic worlds for AoTD Benification and extreme heat for Cryo engine, often making the domes needed to counter common hazards, if the planet has the shield wouldn't it make some sense for the penalty to be reduced?

13
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: September 02, 2023, 01:04:46 AM »
Possible bug: Fullerene Spool cannot be installed on ports with extreme techonomic activity despite the Harmonic Dampener neutralizing the effect.

EDIT: Catalytic Core is also effect by this, making it impossible to upgrade VoK Crystallizator.

14
Mods / Re: [0.96a] Ashes of The Domain
« on: September 01, 2023, 06:35:46 AM »
I'm confused, which download link should I be using?
AoTD is essentially 3 mods under the same name but focused on specific things, download the ones you want the features of.

15
Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: August 31, 2023, 12:23:07 PM »
The wormhole requiring an entire cycle is the only thing that felt excessive. I get you don’t want it to be a town portal but 6 months doesn’t achieve the same effect? An in-game month can take awhile if you’re spending a lot of times in menus and combat: an in-game year can be hours of real-time to wait for the thing to activate. If you’re just flying around exploring on sped up time, eh, I guess it’s not that long but getting a new-fangled device and waiting a year to use it feels off on its surface.
Was thinking the same, this is probably the only thing in the update I'm not going starry eyed over, 6 months feels more balanced.

Btw I have a suggestion for the Abyss Alex, make the music fade out as you enter into it and replace with silence, maybe with an occasional distant ambient sound, it's the perfect ground for some creepy environment ambience stuff.

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