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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Farya

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211
Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« on: January 02, 2021, 06:56:42 AM »
You made me want to start a pather playthrough now. To remove that blasmphemy from sector with all the ships from Luddic Enchancement.

212
Mods / Re: [0.9.1a] Roider Union 1.1.0
« on: December 29, 2020, 09:16:26 PM »
Quote
The standard Colossus can be converted to the Roider Colossus at a Union HQ with Heavy Industry, such as at Korovin in the Atka system.
But that was exactly where I was converting my ships IIRC, I even sold them corrupted nanoforge. Only pather variant was shown as allowed base hull for conversion.

213
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: December 28, 2020, 10:03:25 PM »
Military Virus, Parasitic Spores and Inimical Biosphere should be removable as separate action. Just like you can remove pollution to please Greta or make climate Mild. Sounds like a task for bio-chemical division.
Also what about making techmining more rewarding and more risky? So you could for example release pre-domain military virus from ruins or there would be large weapon stash looted by criminal underworld/pathers mandating military police to screen the populace and confiscate them all. But as reward you could dig up industrial ruin, that was not found before, blueprints or even a landed ship up to destroyer size in some hidden hangar.

214
Mods / Re: [0.9.1a] Roider Union 1.1.0
« on: December 28, 2020, 09:38:50 PM »
Is it intended that Collossus (R) could only be converted from pather conversion but not a stock or pirate variant?
Would also be good to have new pather ships from Luddic Enhancement included into list of ships that could be converted into roider variants.
Also what about some new modular hullmod that is a nerfed version of salvage gantry? Or they could have mining drones/shuttles that give you this hullmod - boosts amount of fuel recovered and gives additional fleetwide boost for recovered crew.
UPD: That's actually an idea for some cool logistic vessel which gives fleetwide bonus to repair/crew recovery out of combat. I think that fits nature of roiders perfectly.

215
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: December 06, 2020, 03:17:15 AM »
this mod is really great! but there is something that kinda bother me.is that the terraformer option only work in planets when you are in the sistem,but i have a lot of colonies all over the sector,so when i am doing a terraformer project i leave the sector and go to other really far away to keep terraforming,but my supplies and fuel burn like crazy from the travel. is there some way to make the terraformer option work like the menu of the colonies you own? so that i dont have to be physically in there to command them to build a terran planet? one example is that one of my colonies is far away close to the border of the system, so it finished a terraforming,but i am in the other edge,so i have to travel a LOT to reach that place and tell them to build a modification in the planet.

I'm considering adding an option to the colony interaction menu to control terraforming projects remotely in the next update. However, in defense of the current implementation, you also have to travel to colonies in-person to install special items (AI cores, nanoforges, etc.) even if they're already in storage at the colony.
Player should at least have a way to remotely check the process of terraforming process. Maybe add a planetary condition that shows the progress in description?

216
Mods / Re: [0.9.1a] More HullMods 1.6.0
« on: December 06, 2020, 03:14:29 AM »
What about a hullmod that refits your fighters/bombers for atmospherics combat to support your ground forces? Kinda like kataphracts from ARMA could. But such refits would instead reduce wing effectiveness in space combat due to specialised refits.

217
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: November 27, 2020, 10:41:08 AM »
What about some industries centered about [REDACTED] shenanigans? Not availible from the start though. You have to either be a friend of TT or successfuly destroy fully intact [REDACTED] station for that technology, or both. Like being able to build their station as orbital yourself. Or maybe you could build a relay that would make local automated fleets treat your colony as protected facility - they will basically act like defensive patrols instead of drifting dormant and will no longer attack factions that are not hostile to Tritach. So your indie friends would be safe now.
And for Derelicts there could be a kind of beacon that attracts them to your system - could be useful to make it harder for other factions that share system with your colony at the cost of some access. And maybe there would be a chance for Comsec or Knights of Ludd to find out your involvement.

218
Mods / Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« on: November 27, 2020, 07:14:46 AM »
hi there!

Is there a way for me to get a hold of the flying dutchmen ingame or using console commands??

I cant seem able to find it any where
You can spawn it with Console Commands mods. Once you get it you could spawn the ship in several steps
1. Use "list ships vayra" first to get a list of all vayra ships codes for spawning. These are unequiped hulls and you would like to get a fully outfitted ship instead.
2. Use "list variants [full console name of the ship you need that you got in first step.]" This will show you the names of preset loadouts for your ship.
3. Use "addship [name of the variant you want to spawn]". This will spawn you the ship you want already outfitted.

Basically the name of the ship to spawn is composed of three parts: 1) mod prefix that shows where that ship came from, some mods could use more then one (like DME); vanilla ships lack this one. 2) hull name 3) variant suffix, skipping one would spawn unequiped hull instead
So it would be something like venture_mining (Venture with mining weapons) or dme_tereshkova_exp (Export variant of Tereshkova explorer, fully armed)

219
Mods / Re: [0.9.1a] Roider Union 1.0.9
« on: November 24, 2020, 09:11:29 AM »
I suspect there is something broken with Roider HQ player could build. I didn't get it in the list after learning the blueprint. And I also got stable crashes when trying to load save made shortly after learning the blueprint.

[attachment deleted by admin]

220
I like the trait system diplomacy has here but how about more traits for factions to use?
Something like:
Spiteful - will never get angry when faction they are currently at war with is sat.bombed.
Interstellar Red Cross - may send relief fleet to any non-hostile faction(not only allies), very likely to assist markets that were successfully saturation bombed.
Peacekeeper - will never perform saturation bombardment, will instead capture offending markets or land marines to completely destroy military structures(will outright remove Ground Defenses, defeated orbital station and military bases), twice as likely to target pirate and pather bases.
And maybe there should be some trait for factions that are mentioned to possess Planet Killer weaponry(Hegememe, Diktat, TT, Imperium etc). This could make other factions to be more vary of attempting to sat bomb them in fear of retaliation (unless they have the same trait themselves)

221
Mods / Re: [0.9.1a] Roider Union 1.0.9
« on: November 20, 2020, 02:25:13 AM »
BTW will you add any new ships in the future updates? Might be interesting to see Apogee refitted by roiders to be more economical or maybe as some kind of designated salvage vessel. Some cruiser with salvage gantry might be fitting for roiders. And maybe some unique hull mod that gives fleetwide boost for crew recovered in combat from your and enemy ships alike.

UPD: Some kind of combat tug might also be a useful addition. Maybe one refit of Buffalo or Gemini/Tarsus turned into destroyer sized tug-tanker vessel?

222
Mods / Re: [0.9.1a] Hullmod Barratry 1.3b
« on: November 17, 2020, 11:48:07 AM »
I like that you now added unique V-mods. New icons are great. Though some does not really make sense to me description wise. There is a difference between gross negligence and cutting corners on stuff you don't need that much. Though that's just my opinion.
BTW might it be possible to add some new icon for them so that they are listed at the corner of fleet tab just like d-mods? Maybe instead of red notches it could be yellow ones?

223
Mods / Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
« on: November 17, 2020, 04:47:14 AM »
Could you possibly add Apogee (BRT) as high value bounty ship? Might be incredibly fun to see one plated with Remnant parts by some crazy salvager. Or it could be a part of custom start with derelict drones.

224
Mods / Re: [0.9.1a] Roider Union 1.0.9
« on: November 17, 2020, 03:52:57 AM »
Could you, please, add support for Unknown Skies new planetary conditions? Parasitic Spores in particular are supposed to completely negate demand for drugs on planet at the cost of reduced production of all industries. Roider Dives are currently not affected by them.

225
Mods / Re: [0.9.1a] Roider Union 1.0.4
« on: October 10, 2020, 10:33:37 PM »
Seems like MIDAS does not really work with all the ships. I tried attaching it on one of DME ships and it didn't worked even though I had enough spare OP left and mod was shown as avalible.

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