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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Topics - geminitiger

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General Discussion / bug? looting a hypershunt?
« on: March 03, 2022, 01:02:55 AM »
Early in my current playthrough I was given locations of two different XIV blueprints tucked away in hyper shunts that I couldn't do anything about.

15 cycles later, I decide to clear out the [Super Redacted] and gather the required resources on a return trip.

The HS has a [!] on it, but the only interaction option I have is "leave".

I've actually never went through the trouble of repairing one of these things before and I thought it would have some loot or something, alas no.

Note: I'm using quite a few mods, but meh, IDK if that is the cause. The quest is from the historian.

Edit-- People on discord says shunts and cryo sleepers still have these kind of quests bugs on current version, I'm actually still on 95.0 though

Bug Reports & Support / 95a-rc15 "lay in course"
« on: February 22, 2022, 04:53:51 AM »
I'm not sure what triggered this, but I'm in a situation where my only option is "lay in course" as seen in the center of the screen. I can't escape, back out, shift, use another other menu or otherwise escape this lay in course prison. AFAIK. (I also can't save and restart my game normally, ie quicksave) I was able to use the console command mod (shift+backspace) to pause my game.

update: I was able to get some help on the discord to save my game via console and it works like normal now.

General Discussion / badly modded help chats
« on: February 06, 2022, 01:21:53 AM »
Anyone who is playing Starsector longer than a month is probably doing so because of the work of modders, so thanks for that, but..

My mod list is sitting at about 30, so I really have no idea what mod is responsible for this but I'm a little triggered by the help chats, I'm thinking it's not just one mod responsible either because basically I'm always getting some nonsense.

"You should read ___________"
"Learn to use your fists don't trust the police to help you"
"Don't pay your phone bill"
"Sell all your blueprints to black markets (insert long *** reason here,paraphrased)"
"Google Murray Bookchin"
(I did, he's an Jewish American anarcho-communist from the last century.. yawn, don't care)

I would really like to know where these help things are located in a mod so I could strip them out, and would like to see mods like "what mod is it" identify where a help tip comes from to make the process of identification easier.

Finally I'm guessing most mods don't insert rubbish into the tool tips and I appreciate that very much, because there is actually some stuff to learn there.

Those modders who feel necessary to push your politics or agendas into games, please be kind enough to include a warning in the description of your mod.  ;)


Suggestions / Are you sure you want to continue overloaded?
« on: February 01, 2022, 09:51:05 PM »

There is literally no time ever where anyone is going to fly around with too many rocks on purpose literally killing your entire chance of survival past the week because suddenly your using up 10x your normal supplies because after playing for 10 hours you accidentally clicked on a stock of rocks and now your basically dead.

A confirmation of attempting suicide in this manner would be super good.

General Discussion / [What's this?]
« on: September 23, 2021, 02:19:02 AM »
Spoiler warning, I guess, even I have no idea what it is, it must be a spoiler

So after about a year of roaming the distant edges of the sector I came across something.. big, Earth's internet has provided to no clues

edit: I guess this belongs in modding, if a mod wants to mod my post to modding that is.

Suggestions / Message Log
« on: September 21, 2021, 08:38:35 PM »
Sometimes the messages sent to the bottom left side of the screen are too fast and too many, it's easy to miss something important, even pausing the game doesn't stop messages from going bye-bye.

This could be easily solved by either adding some button to the UI, that when toggled would show a message log or placed somewhere in the intel screen perhaps as a new option [4]

I don't know if there is a way to stop messages from fading so fast, but I guess maybe the ability to change that would also help this problem a great deal.

Suggestions / Weird AI fleet behavior defending a station.
« on: September 18, 2021, 11:05:44 PM »
I can't help but notice that when I go in to assist my TT buddies defending their corporate interests namely a battle station of some variety that the AI does a peculiar thing (and not just them). It clumps ships half way between the bottom and the station out of range of the action. Often about half the ships end in in this clump and could be of any size or role. Besides the frustration that these ships are taking up deployment spots they also get in the way of rushing up to defend the station before it gets popped by a zerg rush.

Anyone else notice this? I seem to recall this has been happening since at least version .91, if this is caused by a mod, my humblest apologies.

General Discussion / SsethTzeentach Starsector Review hits 5 million views
« on: September 15, 2021, 02:17:15 AM »
SsethTzeentach Starsector Youtube Review hits 5 million views

Don't know what else to say, this came back up on recommendations and found it just recently surpassed 5 million views, quite amazing.
I'm sure 99% of everyone here has already seen it, but if you haven't here it is. His other reviews are fun to watch too.

I've seen this funky message several times when I load a game and says I'm over limit on fuel/cargo/personal but only for the first day, stealing hundreds of supplies at awkward times. After running into this issue a bunch of times I would say it's because "bulk transport" bonus doesn't get applied before the first "time tick" so the game sees that I'm over-limits without the bonus and smacks me. Unjustly.

Modding / max administrator problems
« on: September 07, 2021, 09:36:02 PM »
When I was under 50 population I was able to have 5 administrators.  (with colony management skill)
 Next bonus was supposed to be at 50,
  The message I received when I hit 50 read "3 bonus administrators next bonus at 80 population"

But, it seems I'm maxed out at 6 admins, plus the 3 I can administrate myself. It's impossible to hit 80 population without use of AI cores/administrators, what puzzles me the most is why did it say that I got 3 bonus admins but I'm still stuck at 6 total? or is that 3 (2+1) from base and +1 +1 +1 from population tiers bonuses?

3 colonies under my management + 6 admins = 9,  9 x 6 max population = 54..  I don't really want to go the AI core route but, I think having more systems, or -- all the systems under my control eventually would be a "end game" type goal, I don't see the point in stopping people from doing that as, quite frankly it's not imbalanced, I'm already unable to spend my money.

Total domination should be a thing, we don't have enough end-game things.

Edit: I suppose I could make some colonies semi-autonomous, but that seems lame too. I want to be England in Space.

General Discussion / Beldam class attack battlecruiser
« on: September 07, 2021, 02:02:56 AM »
I've updated to the newest version and downloaded like 20 mods so I've had to search a ton of things online. In cycle 220 I finally found
a pristine nanoforge  ;D and the plans for beldam class attack battle cruiser (high tech) looks like a TT ship. Is a new vanilla ship or is it from
one of the (20+) mods? It's not on the wiki apparently and google is turning up a dead end.

tldr: help me I dumb

Suggestions / ability to rename systems the same as planets
« on: March 13, 2020, 10:13:56 AM »
Please let us rename systems the same way we can rename planets. Honestly, there is no reason not to, even if I don't own the system I should be able to call a hego system "Poopville" or something more fitting rp, either way. Mostly I would want to rename my own systems though.

From an RP perspective factions should be able to call any planet or system whatever they want regardless of ownership, just kinda like how we do now with countries and since it's a single player game there is no loss at all.

General Discussion / Can't attack space station?
« on: March 08, 2020, 10:03:14 AM »
I'm playing with Nex and Varya mods but I don't know if that is even related to this problem.
I've got a Ludic Church space station that I can't invade, as it has no orbital station (or upgraded version) to defeat.. yet is a space station.
I have the option to raid and bomb it, but not out right invade, it's annoying and I'm wondering if I just am doing something wrong.

Suggestions / [LOG]
« on: January 21, 2020, 07:35:58 PM »
Am I the only one who thinks the messages on the main screen flash by too fast especially if just existed combat or something it's easy to miss what it said!

Please send these messages to a [LOG] that would keep the last 20 or so messages avaible. (I would settle for 10?  :P)

Suggestions / Let docked ships in storage help defend automatically
« on: January 19, 2020, 11:53:49 PM »
Simple idea and honestly doesn't seem like it would take a lot of coding to implement..

You know sometimes I'm just on the wrong side of the sector with a bunch of preplanned tasks/agreements.

So I think it would be great if whatever ships we leave behind at a colonly were able to help defend it in case of an attack,
ideally it could have a toggle feature like "use stockpiles during storage" / "use docked ships to defend from attacks",
because it seems sometimes the ships would be lost.  ;D

This would have a great side benefit of giving a reason to collect the b-team ships for such a purpose adding a bit more depth to the game.

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