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Modding / Re: [0.95a] Of Ludd and Lions
« on: October 04, 2021, 10:14:39 AM »
Claw (TT) also caused a crash due to salvaging a weapon cache that presumably had one.
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
So, I've found my first ghost ship, and while all the flavour text is very nice and a change of pace, I have to ask (to other more experienced players, since Vayra is away): is there a point in bothering with them instead of just scuttling?well, one major thing happens to be the fact that the ghost ships can be some incredibly rare vessels, and usually fully kitted out/equipped. some of the bad things can be worked against or eventually go away, but others are...well, permafucked.
Spoilery details:SpoilerI peeked at the files and it seems to me they all have only negative effects/risks, with no upsides. Are there some hidden/possible advantages down the road?
In my case it was a carrier with the plague mod. Meaning it costs me 3-4 crew per day, which is quite a lot, for no apparent tradeoff (except having the ship itself, ofc, but it's not like it's a particularly rare one, so...). It also seems (from the file) the plague can spread and infect markets, which would be an interesting - and potentially rage inducing - feature, but my question stands: what's the point of enduring/risking all these dangers, if there's no chance of also obtaining some kind of rare/unique advantage?[close]
hope this means a seperate version, and not just taking weapons away from the full modAny chance you could make a version with only the Ships and no added weapons ?
I'll look into removing some next time round for you.
small-size superweapons could be cool though, impractical but scary *** in small mounts with high OP costs or whateverThanks for making this mod. The weapons are aesthetically pleasing and their behaviors make them feel exotic, which is fitting for rare end game weapons. Do you have plans for medium and small weapons?I am not sure, the small and medium sizes doesn't fit as "Superweapons", i tried making a powerful medium sized weapon but then i realized that it will end up being a replacement for low-end heavy weapons of the same mount type since it's more efficient.
The Soul colony in Mercy has a building called 'Church of Eva Complex' which doesn't show up on the list of structures/industries (but does when it belongs to the Church), making it unremovable. Also it has massive upkeep costs. I'm told that this building came from HMI, so is this intentional or a bug?It's supposed to dissapear when the market is owned by a non-path faction, unfortunately, that bring massive cost issues. There should be a way to remove the Eva complex with console commands, but I'm blanking out on the exact name of the complex command-wise.
Good day. I apologize in advance for using google translate.the mod prv adds an ore smelter hullmod you can find or buy from it's rust belt faction, if I remember correctly. There might be another mod that does something similar too, but I can't remember right now.
I use this modification in every run of the game. The style of ship sprites is indistinguishable from vanilla sprites. That's cool. I am delighted with the ships for mining. Paired with Nexerelin, you now have the opportunity to play an honest miner. But I have a small suggestion - how about adding a built-in or add-on modification (or even a skill) to the thematic set of mining ships (or at least to the largest of them - Bear) - which allows you to process basic resources (ore and rare ore) into metal sheets and tansplutonic?
hey for some reason the download link is just text for menot ready yet