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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Shadowkiller

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Having all of starsector in a single solar system immediately reminds me of Firefly. And given that one comparison I can definitely see it working.

General Discussion / Re: Making money in the new version is too easy
« on: April 02, 2021, 09:28:20 AM »
While trading is supposed to be insanely profitable in the lore, it's also supposed to be insanely dangerous. I haven't played the new update yet so if this is already a thing my apologies, but I think this issue could be lowered greatly with a simple mechanic. If you're moving planet-sized quantities of highly valuable goods worth millions of credits than you should be a burning Beacon for every enterprising Pirates or enemy state that you've angered. Especially if you decided to skip out on defenses for your trade Fleet. I'm talking about entire Nets of pirates working together to find you, take you down and earn a portion of the incredibly valuable Goods that you're carrying. If you already have a defensive Fleet worth the amount of goods that you're carrying then naturally you wouldn't have a reason to be accosted so easily, but if you're just meming trade at the beginning of the game then you should be harried from one end of the sector to the other for the easy Mark that you are.

In the last version there was already a system for getting Intel on large Caravans travelling from one location to the other, and with the new one I imagine it would be pretty easy to implement something for the AI that targets you when you move large shipments, and bases the strength of the hunters on your own fleet strength vs value of the shipment your carrying. because lets be honest. if your buying enough commodities to support a planet, your not doing that secretly, its just logistically impossible to to move such quantities without anyone finding out.

Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: January 09, 2021, 01:37:20 PM »
Hello, I'm a little confused on the mechanics concerning the restoration dock. Sorry if this is stated somewhere else but I went through quite a few pages and I wasn't able to find the answer.

A Fee is mentioned for when you try to restore ships in a foreign market, does this mean that it's free to restore ships that you have in your own personal colony?  I purchased a governorship for a League station I conquered from pirates (Nexerelin) that has a restoration doc, I have 100 opinion with the league and I'm trying to repair one of my ships. The total cost for removing two d-mods 172,800, and the total cost of building the ship myself is 200,000. Are these the correct numbers or am I misunderstanding something? Because personally I would rather just build a new ship rather than pay almost the entire price to remove 2 D-mods. Particularly since i have the whole industry skill line unlocked.

Loving everything in the mod though, really adds alot of depth to the colony building experience. Thank you for your contributions to the community!

Is there a way to decrease invasion frequency? I dont want to turn it off but I made the mistake of adding quite a few factions and now i cant even fly back to the core worlds because of how many invasions/raids/bombings i have. I invested in starbases rather then military bases but they dont win against the fleets unless im there with one or two ships to help. Sorry if this has been answered before, i did a few google searches but nothing came up.

Mods / Re: [0.9.1a] Grand Sector
« on: February 27, 2020, 06:05:20 PM »
Does this mod change spawn rates of blueprints and rare items? the first few systems i entered i found a pristine nanoforge and multiple battleship blueprints.

Mods / Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« on: February 27, 2020, 06:03:00 PM »
Does this mod affect spawn rates of blueprints in vanilla content? im playing with grand sector and the first few systems i entered i got a pristine nanoforge and multiple battleship blueprints from things like supply caches.

Bug Reports & Support / Re: Load up Crash after upgrade to windows 10
« on: February 07, 2020, 03:45:13 PM »
Well i restarted my pc and reconnected my headset and speakers and then tried running as administrator, any one of those could have fixed it im guessing.

Bug Reports & Support / Re: Load up Crash after upgrade to windows 10
« on: February 07, 2020, 03:07:13 PM »
Oh thank you for the redirect! should have looked for that before posting XD but it fixed my issue! Love the game by the way! been playing on and off since 2014  ;D

Bug Reports & Support / Load up Crash after upgrade to windows 10
« on: February 07, 2020, 02:26:05 PM »
Iv been playing Starsector for a few months now windows 8.1 but ran into some lag on the game along with a few others that i couldnt fix, so i updated to windows 10, the fps issue still persists and now starsector crashes when i try to start the game. iv reinstalled and removed all mods.

java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalListenerfv(IJ)V
   at org.lwjgl.openal.AL10.nalListenerfv(Native Method)
   at org.lwjgl.openal.AL10.alListener(
   at sound.B.o00000(Unknown Source)
   at com.fs.starfarer.C.L.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)

[attachment deleted by admin]

When I enter the code tells me that the compilation failed. Org.codehaus.commons.compilre.compile.exception Line 1, column 137 - a method named setboolean Is not declared in any enclosing class nor any supertype, nor through a static import.

I have no idea what any of that means XD

So im having an issue with governorship and free port status, i used the mod Player Station Construction to create a mining station, gave it to the league and then purchased governorship of it, every time i turn on free port it turns itself off after a few days, i tried the same on a governorship of a normal planet and it did the same thing. do you have any idea what might be causing this?

Suggestions / Re: Let docked ships in storage help defend automatically
« on: January 20, 2020, 12:36:26 PM »
Big fan of this idea, and was kinda disappointing when it wasnt a think already, by the time i have a colony iv gone through a few sets of ships as i upgrade, so i always have a massive fleet in storage, generally many times more powerful then my own in sheer number XD
of course there would need to be a cost or requirement of crew being in storage as well but its a good idea to cut down on the babysitting of the game, and just logically makes sense. you cant lug around a 80 ship armada when exploring, so why not leave your ships in the capable hands or an officer do defend your home, either through that storage system, or by building and setting up a patrol to guard your system when your gone.

Suggestions / Re: Make Personnel More Expensive
« on: January 20, 2020, 12:29:30 PM »
I thought a major lore point of this game was that life is cheap and in great abundance, why there's so many Pirates about. Many of the descriptions of major planets in the core sector describe overpopulation and squalid conditions of the poor and homeless, sounds like it would be pretty easy to find some scrubs to fill your ships janitor positions.

Suggestions / Re: Cryosleeper
« on: January 20, 2020, 12:21:23 PM »
When I first ran into cryosleepers I was of the same mind as most of the people here, that they were largely useless and disappointing. But the more I've played the game the more I realized that such type of thinking isn't really in the spirit of the game. In my current playthrough I ran into it in a system with only two planets that most people would consider habitable, a tundra and methane planet, and a smattering of much more hostile planets, at the very edge of the sector about as far as away from the core as you can be. Originally I was annoyed but after taking a look at the core I decided to immerse myself in the atmosphere of the game. The majority population of the core lives in hell hole planets that don't even have atmospheres, some of the two biggest population centres being Barren planets where the people live underground. The cryosleeper was a legendary find and my entrepreneur of character capitalized on it completely, colonizing five planets and creating an in system Powerhouse that could stand up to most factions. With an AI Core on each Revival Center I had five level seven planets in less than 2 years.

All of this on planets where you can't survive outside without a thermal heat suit, or at all... finding a cryosleeper in a system with five habitable planets is obviously the dream, but with the state of the sector as it is I don't really think it's realistic or should at all be expected. It's a grimdark universe where people are barely surviving and war is a constant after all. If I think anything should be changed with the cryosleeper system it's that it should only spawn in a system with at least 4 planets, with varying degrees of resources, none of them need to be habitable of course, I just think the option for the player to actually utilize it should be there if they desire. In my first game my most profitable Planet out of a plethora of habitable one's was a molten hell 250% hazard planet that was absolutely teeming with rare and normal ores, I turned it into a mining and Refinery world and was raking in the dough from the massive production. You don't need a habitable world to make a profit, or make a home, as the rest of the core has shown.
Also, The cryosleeper currently make lore sense as i believe they were sent out before FTL and Gates were invented so it would take a very long time to move. And Jerry rigging it with a current FTL runs the risk of butchering a few million people XD

Im getting the exact same thing in a save game with the new update, do we need to make a new game or is it save game compatible?

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