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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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796
I'd take any one of those. You have great luck!.

I already gathered a few valuable items and have some spare credits,

I hope that "some spare credits" is about 1M. IIRC, you'll need 100K for the farm, 250K for the Patrol HQ, 250K for the Orbital Station and 100K for the growth incentives. Also, build a Com Sat immediately with 100 metal, 5 heavy machinery and 10 transplutonics.

797
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.3)
« on: January 26, 2020, 01:46:19 PM »
The Ismara's Sling doesn't terraform worlds by itself! You need to build stellar reflectors around the world you want to terraform, then the sling will be able to send water to complete the terraforming process.
Is it possible to have the Sling grayed out (disabled) until the reflectors are built?

798
Modding / Re: [0.9.1a] More-faces Portrait Pack 1.1
« on: January 26, 2020, 01:20:09 PM »
Send a message to a moderator to have this moved to the Fractal Softworks Forum >Starsector >Mods forum. It will get seem and used more often there.

799
Mods / Re: [0.9.1a] Better Colonies 1.4
« on: January 24, 2020, 03:30:35 PM »
what i dont know what ur talking about, this mod doesnt even touch fleet screen or ships.
Please forgive me. I was confused.
The screen that I was seeing is part of vanilla. I disabled all my mods and the bad formatting was still there.

800
General Discussion / Re: Do you care about storms?
« on: January 24, 2020, 09:09:34 AM »
I'm the kind of guy that avoids storms. Basically because I avoid flying through nebulae when I''m going through deep space. If I'm plotting a course 20lr away, I always turn the starscape off on the map screen to fly though clear ether.

801
...since i've discovered it about a month ago. But still i can not understand how to create good fleet compos... Because it's a great game and i really enjoy spending my time in it. Thanks in advance!
So, you are a relatively new player, okay. This game has a pretty big learning curve, with lots of details all over the place.
I'd like to say something about tactics here, which doesn't address your original question but is an elephant in the room. How your fleets are commanded is as important as how they are constructed. Please feel free to ignore my advice, tho. I'm not great at this game.
Big, shooty ships like Dominator or Onslaught look very impressive in the refit screen but they tend to die if they get flanked because, in the immortal words of Hawkeye, "they can't bank worth a damn." Its a good idea to order a PD Frigate to escort your far left Cruiser/Capital and your far right one. You might also consider a PD Condor or Drover (interceptors, vulcans & swarmers) to escort any non-mobile Capital in your really big battles. These escorts would effectively add PD weapons to the larger ships. In action, they might also spread out the enemy, protect the flank of the bigger ship and generally spread out the enemy to diffuse concentrated fire.

802
Mods / Re: [0.9.1a] Better Colonies 1.4
« on: January 22, 2020, 03:13:32 PM »
I think I found a bug.
In the (F) Fleet screen, you can hit the [?] icon for any ship and it brings up a full ship reference.
I think that your additions with this mod are shown on the list instead of being hidden. They really shouldn't be there since none of them can be purchased, sold nor ordered in orbital works.
This breaks the immersion, they aren't even formatted for that list so the entries look bad in some cases.

803
General Discussion / Re: [GUIDE] When To Fully Stop Tech-Mining?
« on: January 21, 2020, 12:25:35 PM »
Tech mines and the ruins modifier should remove themselves when they are entirely depleted. Maybe have a greyed out tech modifier icon to show what was once there.

I think it would be simpler to have a progress bar, same as the one used to build structures, except it shrinks as it depletes.

804
General Discussion / Re: Beacons
« on: January 21, 2020, 12:19:30 PM »
I'm still new.
Is there any way to destroy a beacon?
I started a very nice colony and wiped out all the REDACTED there. The beacon is only Low Level, so why can't I torpedo it?

805
Blog Posts / Re: Raiding for Fun and Profit
« on: January 17, 2020, 09:04:10 AM »
Marine veterancy seems fine as a mechanic in a way crew experience isn't. Marines raid as a whole and cannot be subdivided in the way that you would expect crews on ships to be. I suppose any crew veterancy mechanic will have to be the same as marine mechanic.

If I may suggest; Crew veterancy could be fleet-wide instead of ship-specific by shifting it to the Command Points mechanic. The theory is that the Admiral increases the Command Point maximum as they design greater or more sophisticated gambits. The experienced crews reduce the timer to recover command points as they can efficiently carry out orders and start to anticipate orders.

Another suggestion; Colonists as a commodity could be implemented. They would take up berthing but they have no payroll nor do they count toward skeleton crew. They could suffer casualties from hull damage and ship malfunctions but not fighter losses. They would be consumed first when you start a colony, keeping your crew veterancy safe.
This would allow a new mission type: "Get these colonists to planet X so they can start a new life." They might already have a faction or be independent. A penalty is implied if they suffer casualties on the way. You could counter-offer to share supply & heavy machine expenses with them if they promise to join your faction. If they agree, the resulting colony could have faction spies or traitors from the start.

Edit: Another suggestion; Fighter wings piloted by humans gain experience in combat? Modifiable names? (Red Squadron / Gold Squadron)

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