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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 - Rasip

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16
Blog Posts / Re: Raiding for Fun and Profit
« on: January 15, 2020, 06:03:41 PM »
General purpose might be a bit much, but investigating derelicts and scavenging ruins would be very reasonable uses for marines in addition to raiding.

Not having marines causing the loss of crew when surveying imicidal biospheres would be pretty cool too.

17
Mods / Re: [0.9.1a] Player Station Construction (v2.4.0)
« on: January 15, 2020, 04:14:24 PM »
Look in the folder you extracted. If there is a folder in there with the mod's name move it to the mods folder.

18
The 30 ships with you limit is in the settings file. Each ship you deploy into a fight has a deployment value which has a total of 300 points by default for both fleets. After which neither side can deploy anything else until ships start to die. That 300 can be raised to 500 in the in game settings menu. Unless you are only using frigates and maybe destroyers the deployment limit is going to stop you well short of having 30 ships at once in a fight.

19
In that case you want to modify the deployment values. The default is 300 cap for the everyone combined and can be raised to 500 in game. Not sure if it cam be raised higher in the json, but fighter heavy fleets start to lag even at 500.

20
Not sure if it has been covered in the 187 pages of this thread, but is there a way to tweak the starting settings for the random sector start?

I've spawned a dozen sectors and every time my starting system has 3-4 other factions (always including pirates and often including path). I've tried setting the inhabited worlds to 20, stations to 6, and inhabited systems to 26. 4 other factions spawned with me. And nearly every system around me has at least 3 factions 2 of which are hostile to each other. Buying/selling/doing a mission for anyone makes me KoS for the next planet over...

Is there a setting i missed to make each system be mostly the same faction or to make only 1-2 inhabited planets/stations per system at the start?

21
Mods / Re: [0.9.1a] Another Portrait Pack v1.2
« on: January 13, 2020, 04:24:42 PM »
Previews are broken again.

22
Mods / Re: [0.9.1a] Player Station Construction (v2.4.0)
« on: January 13, 2020, 02:57:59 PM »
Thank you. Low gravity or making stations consume a lot more supplies to account for lifesupport needs might be an idea.

23
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: January 13, 2020, 02:55:16 PM »
I just started this game with a mode. I press wsad & the ship doesn't move. WTH do I need to do? Is there something I'm missing? Like do you have to start the engines or something?

Click where you want to move in the regular map. WASD is used to control your ship in combat. Right clicking on the map sets a waypoint your ships will fly to.

Do the tutorial...

24
Suggestions / Re: Gameplay Changing with Progression
« on: January 13, 2020, 02:08:47 PM »
Nexerelin is the mod you are looking for. For now.

25
Suggestions / Re: Balancing fighter swarms with out nerfing fighters
« on: January 13, 2020, 02:05:17 PM »
Has anyone suggested adding deployment costs to the carrier for each mounted fighter? That would go a long way towards cutting down on massed fighter spam while still making them useful.

26
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: January 13, 2020, 01:50:00 PM »

4. Add a way to toggle "White-out" lens flare explosions (hurts my eyes)

In data/config/settings.json:
"enableShipExplosionWhiteout":true, -> change to false

Thank you. The strobe effect when wiping out larger fleets was really starting to hurt my eyes.

27
Mods / Re: [0.9.1a] Player Station Construction (v2.4.0)
« on: January 13, 2020, 12:40:45 PM »
This looks to be the next mod i add to my next game. Question though. Could you add a config option to cap station size? I realize you don't want to step on anyone's toes, but giving us the option to do so if we wanted would be nice.

28
General Discussion / Re: Playing battles as a strategist top down
« on: January 13, 2020, 10:40:30 AM »
Thank you for that heads up. I'll be trimming my fleets after this.

29
General Discussion / Re: Playing battles as a strategist top down
« on: January 13, 2020, 10:15:36 AM »
Even though I don't actually go over 30 ships in my fleet, I edit the cap in order to avoid the salvage bug.

What salvage bug? Not being offered the chance to salvage your own ships because you had 30 at the start of the fight?

30
General Discussion / Re: What use are Marines?
« on: January 13, 2020, 10:12:40 AM »
They will become useful again next update.

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