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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 - Deageon

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61
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.

62
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: September 26, 2021, 05:27:19 PM »
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?

Spoilery details:

Spoiler
I 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]
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.

63
Mods / Re: [0.95a] Roider Union 1.2.2
« on: September 26, 2021, 05:18:14 PM »
the mention of "nobody is sure where, who, or what they got it from" and strange tech from the fringe, does that mean any future stuff is gonna sorta be leaning in that direction? The fruits of what roider prospectors have found, I guess?

64
Modding / Re: [0.95a] Of Ludd and Lions
« on: September 20, 2021, 08:57:41 PM »
I believe I got a crash due to the Xyphos (LG) popping up in a weapons cache, something about a wing data not found or cv something? IDK.

65
Modding / Re: [0.95a] Plight of the Valkyries
« on: September 12, 2021, 06:50:08 PM »
Any 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.
hope this means a seperate version, and not just taking weapons away from the full mod

66
Modding / Re: [0.95a] Plight of the Valkyries
« on: September 04, 2021, 10:50:22 PM »
Can no longer be downloaded, requires premium membership.

67
Mods / Re: [0.95a] Superweapons Arsenal v1.2a - Some adjustments.
« on: July 15, 2021, 04:12:43 PM »
Thanks 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.
small-size superweapons could be cool though, impractical but scary *** in small mounts with high OP costs or whatever

68
Modding / Re: [0.95a] Arbworks ships. Pangolin class update.
« on: July 11, 2021, 10:32:02 PM »
You might want to check the uh, flux dissipation of that one two-medium ship, the Headache? It's flux dissipation is worse than even civilian frigates. Also, last I checked the Ludd's Wrath only costed like 70k credits to make and was in the low tech pool of knowledge, so I saw Hege fleets w/ it.

69
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.

70
Mods / Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.0
« on: June 30, 2021, 11:21:15 PM »
So, what are the rich and lean phase tunings for? I can understand Rich increases the time dilation effect, but why would you ever use lean?

71
Modding / Re: [0.95a] Arbworks ships
« on: June 28, 2021, 09:59:41 AM »
Okay, first off, holy *** these look really good! Did you do these yourself?
Second, I *** LOVE how your LP ships look, super welded together and mashed up.
Third, uh, the "Shark" name is already used for a destroyer from Underworld (Shark Battle Barge). I'm not one to be stick-up-assy about that sort of stuff but, some people are, just wanted to give you warning.

72
Mods / Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
« on: June 09, 2021, 12:50:51 PM »
Okay, I just wanted to know, are the Cazin and Cazin (P) better at different roles or anything? Because the more PD focused guns on the Cazin (P) make them seem better as full interceptors than fighters.

73
Mods / Re: [0.95a] [Hullmod] Modern Carriers V1.0
« on: May 11, 2021, 02:02:23 PM »
FYI, the mod prv already did a last-stand sorta thing with their uh, gravi-something reversion core. Any destroyed carrier with the hullmod spawns a swarm-host ship to keep it's wings fighting.

74
Good day. I apologize in advance for using google translate.

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?
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.

75
Mods / Re: [0.95a] Iron Shell 0.09z
« on: April 28, 2021, 12:13:01 AM »
hey for some reason the download link is just text for me
not ready yet

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