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Messages - Farya

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196
Could you please add a setting option to remove that asteroid miner ship? I personally don't like it and don't want to use it or see it among pirate ships.

197
Mods / Re: [0.9.1a] Roider Union 1.1.0
« on: March 11, 2021, 08:52:49 AM »
What about some built-in or modular roider hullmod that gives your marines some heavy duty tools to contribute in surveying or salvage operations? This way having some around would always be a good idea.

198
Mods / Re: [0.9.1a] Roider Union 1.1.0
« on: March 07, 2021, 11:18:57 PM »
Could you, please, add support for that one from Unknown Skies as well? It should negate the drug demand on colony but does not currently does so for Roider Dives/HQ

199
Mods / Re: [0.9.1a] Hullmod Barratry 1.3c
« on: February 22, 2021, 01:49:45 AM »
So I decided to expand my opinion on how V-mods should look like - not a criminal negligence but intentionally cutting corners/downgrading systems that your ship won't need. They should also be somewhat more unique rather then being full d-mod counterparts and maybe not every of them should require dock to apply. Some could actually be designed similar to Repurpoused Fighter Bays from DaRa (which would become vanilla in next update, yay!) - they are to be used on salvaged ships to trade one negative effect from d-mod with something else.
General V-mods:
Light bulkheads - remove some bulkheads or cut holes in them to make it easier to access some of the systems for quicker maintenance. Reduces hull integrity and makes the ship more likely to fall apart in combat but reduces maintenance costs.
Reused armor plates - normally damaged armor plates have to completely replaced with pre-manufactured replacements. Welding the damaged plates together and reusing them would make the repair faster and cheaper but at the price of worser overall armor condition.
Ion thrusters - replace standard chemical thrusters with ion ones. These don't require as much gas to operate but are also weaker. Reduces maintenance cost at the cost of maneuverability.
Stabilized Engine (?) - reduce burn of the ship by 1/2 but also reduce the amount of fuel and supplies consumed by the ship.
Minimized Life Support - the standard operation precedure before entering combat is to depressurize any area that is not neccessary in combat, keeping only the bridge and other important areas stationed by crew pressurized. Doing so and restoring the pressure after combat is time consuming... and might feel expensive when your crew is barely a skeleton crew. Caps the crew capacity at skeleton crew level, reduces maintenance costs.
Carrier V-mods:
Manual fighter assembly - removes ship's built-in speciallized autoforge and assembly automation. Parts are now produced on that civilian shuttle nanoforge and manually modified/assembled by your industrious slaves. Reduced fighter replacement rate, fighters quality and doubles the amount of people required per hangar.
Depressurised hangar - removes blast doors/docking fields from hangar making it easier for fighters to launch, especially with a flight deck damaged. Your deck crew however would doubtly appretiate the fact that they now have to work in space suits and slowly walk around with magnetic boots. Reduces fighter replacement rate recovery but increases replacement fighter deployment speed. Drone wings are less affected.
Phase V-mods:
Shallow dive phase coil: removes phase speed bonus but reduces rate at which PPT runs down.

200
Mods / Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
« on: February 21, 2021, 10:13:58 PM »
It really depends from a game. In my current run science fuckers, stormhawks and ashen keepers are all living in the rim near my colonies. A good place to sell excess metals and organics for profits. And stormhawks are even raiding Hegememe now. So it all depends from whatever other factions are occupied by an all out war with each other.

201
Mods / Re: [0.9.1a] Vayra's Ship Pack 1.2 - vera` s boat bag 2021-02-11
« on: February 14, 2021, 01:27:43 AM »
I forgot to ask you one question: does your mod has Industrial Evolution support now? And would it later, if not?

202
Mods / Re: [0.9.1a] Vayra's Ship Pack 1.2 - vera` s boat bag 2021-02-11
« on: February 13, 2021, 12:23:43 AM »
I'm so happy to see you back. Your lowtech ships are among the best. By the way, have you fixed the issue with Pathfinder? It does not have needed entries to show up for sale or among any fleets. And one missile hardpoint is also slightly misalligned.
It would be extremely great to see faction variants too. Maybe Hegemony could use Prospector as auxilary explorer or something?

203
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: January 24, 2021, 08:36:55 AM »
What if the ancient lab would have an option to convert blueprint packages into blueprint templates of universal size? Or some another structure.
Also would be great to be able to reverse-engineer weapons and wing LPCs as well. Maybe even remnant/explorarium ones.

204
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: January 11, 2021, 11:14:27 PM »
What about a small feature that would work as compromise - Nexelerin Prism support for templates. An option to trade them in for points just like normal blueprints. And maybe purchase them too as well. So even if you are unlucky to get all the ancient structures or don't want to use them these non-empty templates would be of great value over just an amount of credits your colonies produce each month anyway.

205
Mods / Re: [0.9.1a] Roider Union 1.1.0
« on: January 07, 2021, 01:28:54 AM »
Roider HQ works good now. Though it's sad how greately it is tied to commission to operate at full capacity. And if they are at war with you even independent roiders would avoid you - making industry completely useless. Shouldn't pirate roiders visit you instead in such case if you are at good relations with pirates? And considering that you are leasing an industry slot for RU to have their HQ wouldn't it make sense for them not to demand a commission there? Maybe their shipyard would simply sell less/less quality ships made by independent roiders when you lack one. I think it would make sense to add a check for Independent and Pirate relations for non-union roiders contribution. And reduce default resource collection as result, boosting it when at good relations with more then one of these factions.

206
Civilian ship amassing all the negative traits is really very annoying and makes me want to never use them, getting combat freighters instead. They should not get reputation differently from combat ships at all or get a less random system - salvaging good stuff, gaining experience from bulk trading and missions would give them good rep, accidents during salvaging would reduce it.

207
What if player could themselves spread rumors about their ships to make them gain reputation faster? And this would also cause various kinds of adventurers to hunt your fleet for glory and famous ships to add to their collections. Maybe there could also be a bar event where someone hears your story and challenges you? If you agree you get to fight alone on your famous ship against their famed flagship of equal DP AND you also get a big reputation boost for your ships on victory.

208
Hey, guys.
The last time I played Starsector was over a year ago, and I have a question:
I can't find "compatible with Nex" in mods topics anymore, are they all defaulted to be compatible by now or I'm missing something?

What would be the top-5 faction mods you'd recommend for a new campaign? The most important requirement is: not overpowered and somewhat vanilla-like in terms of look (no anime girls, please  ;D)
If you want something vanilla-like then try Roider Union, Mayasuran Navy(that one retcons cannon for Mairath) Tiandong Heavy Industries, HMI+Brighton and Vayra's Sector. Though the last one adds in factions that are supposed to be somewhat a parody ones. Spess commies and spess murricans. Research Mandate and Rimwards are quite serious ones though: radiacal group of TT that researches AI closely and East-India Company in space.
Tahlan Shipworks adds nice subfaction of independents with new remote planet.

209
Mods / Re: [0.9.1a] Mayasuran Navy 8.3.2
« on: January 03, 2021, 11:41:18 AM »
Mayasurans really look like Greysons expies. And that's why I love them. In sector full of big factions made of *** like Hegemony and Diktat, this one planet faction still manages to hold it's own with clever ship designs and will to fight no matter what. Also midline tends to be generaly overlooked in mods. Low Tech and High Tech are much more popular for new designs. Having a faction focused solely on Midline doctrine is refreshing.

210
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: January 02, 2021, 07:03:04 AM »
So what about an upgrade for Commerce industry that would work together with Embassy? You will be able to purchase ships from friendly factions at your colony. Actually what if it would also affect independent/pirate doctrines? When you got upgraded Commerce, their fleets will occassionaly get new ships from your own pool of blueprints. So while you will be able to purchase ships of other factions at your colony, other parties may use yours in their fleets.

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