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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - IonDragonX

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31
Suggestions / Re: Buff the Medium Energy Slot
« on: January 27, 2023, 06:16:35 AM »
Well nevermind then, I'm crazy.
'Oh, you can't help that,' said the Cat: 'we're all mad here. I'm mad. You're mad.'

32
Bug Reports & Support (modded) / Re: Fatal: null starting game
« on: January 26, 2023, 06:10:39 PM »
If you haven't already, try studying this thread:
Adding mods to your game: first steps

33
Suggestions / Re: Buff the Medium Energy Slot
« on: January 26, 2023, 10:54:58 AM »
Spoiler
HYBRID for Mining Laser? ;)
Yes, but this is a medium weapons thread :D
On the one hand, now "mining" ships aren't obliged to have energy mounts to get "mining" weapons. On the other, now all ships with med ballistics can mount a 350? hit strength HE weapon with +100 bonus armor damage.
With 500 range, though! And poor efficiency.
[close]
I am burbling with anticipation.
It is palpable.

34
General Discussion / Re: I would like the game to be harder (economy)
« on: January 25, 2023, 06:34:59 PM »
Starpocalypse by Jaghaimo is the best place to start.

35
Modding / Re: [0.95.1a] Utility Mod: Obvious Neutron
« on: January 22, 2023, 06:54:31 AM »
This is a terrific mod! Thank You!

Would you consider merging it with PureTilt's [0.95.1a] QoL Pack?

36
Mods / Re: Magnetar! : The Mission
« on: January 21, 2023, 08:47:43 AM »
Whelp, seems the Superweapons mod is inaccessible for the time being due to... trouble... with the mod's sprites and permissions, so I guess that makes this mod unsuable as well. I've got an old version that will probably work for the time being for me, but just figured I'd mention it.
Thank you. I'll be working on an alternative. The current version of the Magnetar was designed well before the sprite in question and does not use it.

37
Suggestions / Re: What could be done with Safety Overrides
« on: January 20, 2023, 08:34:28 PM »
The thought I had about it - and it's not fully fleshed out, and I'm not fully committed to doing this, so, big disclaimer/grain of salt - is to change SO to function as an active ability instead of a constant passive buff.
I am very glad that you are considering this as an active ability. It makes a lot of sense to me, lore-wise.

38
General Discussion / Re: Mapping the Timeline of Starsector
« on: May 07, 2022, 02:39:41 PM »
Future generations and I thank you for your generous contribution to the Archives, Brother Redmoe.

39
Modding / Re: .skin files and shields
« on: May 03, 2022, 02:50:18 PM »
So, you are successful, correct?
Why ask why, then?

41
Mods / Re: [0.95.1a] Substance.Abuse 1.0.h - Consumable Alcohol
« on: May 01, 2022, 12:57:45 PM »
Guyguysguys you dont understand. Phoenix Stout isn't just any Stout, its space Stout, that's why it looks different.
just like space Australia... its Australia jsut in space.
I actually got that reference.  ;D

42
Modding / Re: Need help making missions
« on: May 01, 2022, 09:49:05 AM »
Oh, looking into it, it seems to be just bounties?
But what I want is bar events, and I dont see that functionality?
True, its a bounties system and I anticipated at least one of your goals was to make a bounty. Its a great way to get started by setting a short-term goal while getting familiar with the game's objects.

Have you read the wiki about modding quests? Please note that the page might have depreciated information because it was written during version .91

43
Modding / Re: Need help making missions
« on: May 01, 2022, 07:17:26 AM »
The mod "Internal Affairs" is using the game's APIs directly, so the learning curve to follow its example is high.
You might want to research MagicLib here. It has a system built into it called MagicBounty. There are two wiki pages about it, the latter being a verbose tutorial. MagicLib might be the right choice for you.
Remember you can't learn a new skill without practicing that skill so be patient. You might want to chat on the unofficial discord as well.

44
Suggestions / Re: Buff Capacitors
« on: May 01, 2022, 06:51:18 AM »
I agree with OP. Capacitors do not feel efficient, points-wise.
I'd suggest something like, "Each capacitor gives 200/220/240/260 Max Flux, depending on class size." - or maybe - "Each capacitor gives 200 Max Flux and +1% reduction of EMP effects." The latter being multiplicative, not additive with others.

45
Mods / Re: [0.95.1a] Substance.Abuse 1.0.h - Consumable Alcohol
« on: May 01, 2022, 06:35:36 AM »
Great argument, however,
Your Mother.
Philistine. Your willful ignorance is your own testament to your hubris. You have brought ruin upon yourself.

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