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Starsector 0.98a is out! (03/27/25)

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Messages - DubTre6

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61
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
« on: August 07, 2020, 11:55:33 AM »
I've built every terraforming building how long will it take me to terraform a Barren world? if you do not mind me asking?

I'm not exactly sure how long it will take, but with all the buildings you should be getting 20+ (I think) progress every in-game day.

And for reference, when I did a Terran-Eccentric to Terran it was 900 points. So 900/20 = 45 in-game days. If you were to double that amount (since I'm not 100% sure the cost of the barren world.) It would still be only 3 in-game months, so not long at all!

Hope this helps, happy world-shaping!  :)

62
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
« on: August 07, 2020, 11:49:20 AM »
Hello Boggled, I love your mod! Turning those "almost" planets into viable options is the best!

I have a comment about the mod: I'm playing with Nex (among other mods) and something funny happened. When Tri-Tach took over Volturn the option to gain the gene-modding tech (for my own lobsters) was gone! I'm assuming this is intended, but I wanted to point it out just incase it wasn't.

Well now that I think about it, this might not even be something you can fix directly, as I'm assuming that the tech is tied to Diktat controlled Volturn directly, and not just the planet itself.

Thanks for reading my incoherent post, you can tell I didn't have my thoughts ordered before I started typing. And its much better to ramble on mobile than to scroll back through this tiny box and edit everything  ;D

63
SirHartley, this mod is fabulous! It's been so much fun trying to decide which 12 buildings I want with all these options.

I do have one question, does the reinvestment edict from the senate work as intended? I haven't seen any money actually go back into my growth investments. Ok, maybe it does work and I just didn't wait long enough? Because after an in-game month, when I didn't see any reinvestment, I just shut down the edict. Thanks for your help in this regard  ;D

64
Mods / Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.2 20/7/20
« on: August 07, 2020, 06:34:47 AM »
Did you have plans to add more ships in the near future? Maybe some carrier(s) with drones? Any wing? Maybe weapons (maybe with drone mechanics, lol)?

See Below

They also draw on midline ships like heron and drovers for carrier options as well, but I'm planning on phasing those out when Pearson has a bigger roster.

65
General Discussion / Re: destroy the remnant?
« on: August 06, 2020, 09:00:42 PM »
OK thank you for your advice

Happy to be of assistance :)

66
Mods / Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« on: August 06, 2020, 08:30:45 PM »
Adding large slots would force significant changes to the way those ships play, and it would feel forced. Also, good bye Gust when it's not the only large hardpoint cruiser any more. Bad idea is bad.

Then just make the Gust be the one with the Large Universal Mount. So that it can mount a Large Missile Weapon.

Like i also stated in the post, Weapon Mounts could remain unchanged without any issue on Daze and Haze, just changed the type of Mount to Universal, so they could throw in some Medium Missiles if the player wants.

At most the Missile Mounts on Maelstrom and Pandemonium could be changed to Large so they can field Large Missile Weapons.

I, for one, would love to see a Maelstrom(P) with a boat-load of missile mounts. Maybe to balance you lower armor, remove fighter bays, and/or replace built-in micro missiles with big mount(s.)

By the way, I LOVE this mod! Flicker core allows for top-tier dodging and it always feels good sidestepping certain death  ;D

67
General Discussion / Re: destroy the remnant?
« on: August 05, 2020, 06:48:19 PM »

hello I would like to know if we can remove remnant from a system by destroying them enough or by destroying their base?

This is correct, if theres no base, there is a limited amount of Remnants. If there is a base, then destroying it will stop them from respawning.

That being said...

well it's much more profitable to live there with them upgrade your orbital defences and start farming AI Cores, a single battle gives you ~500000Cr.

This is also true, and if you can build up your defences, it'll be an infinite profit generator.

68
General Discussion / Re: Settling in a Core System?
« on: August 04, 2020, 11:40:52 AM »
Or defeat the mission, I once deafeted a 6 Onsought Glassing Expedition using just one Dram.
Spoiler
I just lured them away in Hyperspace and orbited a black hole  8)
[close]
With free port and growth incentives there should be at most two expeditions until the colony reaches a size of 5 and is save anyway.

The biggest problem I see with this strategy is that you'd have to constantly farm relation with the Hedge in order to stave off open hostility.

69
General Discussion / Re: Greetings
« on: August 04, 2020, 11:38:23 AM »
This is the first forum I've ever signed up for. I found this game in a meme video on YouTube, and I've been hooked ever since. I check this forum every day and spend a lot of free time reading through the various threads.

70
Mods / Re: [0.9.1a] Coherent Watermelon's Ship Pack (CWSP) - 1.0
« on: July 27, 2020, 12:21:56 PM »
All these ships look wonderful! Unfortunately, I'm still at work, so I won't be able to test them out until later.

But when I do, I know I won't be disappointed.

72
General Discussion / Re: Cursed builds
« on: June 22, 2020, 09:36:19 AM »
Doom with all beams doesn't even sound that horrible. I use Phase lances and Burst PD anyway so you're just losing missiles, but mines make up for them quite nicely.

I'm talking Gravitons and Tacs... }:^D>

A Doom with *wait for it* Salamanders and Pulse Lasers >:D

73
That would be a useful slider for difficulty settings.

A slider for what? Decreasing pirate activity?

Interesting idea...Seems like it might be compelling to the Space-Trucker crowd, so they can travel the hyperlanes unhindered.

74
That kind of sounds like a bug, Daynen.

Well I know that the weapon groups will adjust themselves if you make changes to the hardpoints (ie delete a whole weapon group so the other groups move in to fill the gaps)

so maybe its just an extension of that functionality? It seems to me like the groups auto-adjust to keep your first groups full.

Now maybe that is intentional and maybe it isn't, just something I've noticed while Starring some sectors

75
Thanks!!!! I was looking for this too, its great what you find on the forun when you look ;D

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