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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - megabot

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Mods / Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« on: September 11, 2021, 12:26:27 AM »
looking at the images i feel like I've been shown EU4/heart of iron :laugh:. well, let's see how it plays out when I'll play the game again

Modding / Re: nutella jar rebalance mod
« on: August 29, 2021, 05:55:52 AM »
lol this pal just went ahead and *** the entire balance and then calls it to be more balanced

Mods / Re: [0.95a] 7s Integration
« on: August 29, 2021, 01:45:46 AM »
so a question, the Theraphosa's EMP emitter, is it any stronger than that of the omen? else just pick an omen, lul

other than that this mod looks cool so far!

yo, sorry for asking but, what is muashi?

yo, allthough i only once tried your mod in the past, can i say thank you to you sir? for making mods and all that, which gives you nothing in return, really, yet you made it and share it with us, and update it, and i just really wanted to say thank you sir

i wish i could say this to everyone out here but i think that is a hour i do not want to spend. though, if you see a friend that happens to mod starsector, share it with them, because that thank you of course goes to them too!

What about some special item for Domed Cities that allows them to benefit from Plasma Shield structure and actually gain some ground defense? They won't benefit as much as a planet with no such collosal city centers obviously, and surface batteries are also still useless as they are easy to detect and destroy from orbit with impunity lacking civilian targets nearby. That one could be a kind of system that lets you maintain several smaller plasma shield projectors over every dome instead of a single large one.
wrong mod. i think you are looking for terraforming and station construction

Modding / Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
« on: August 09, 2021, 08:10:42 AM »
apologies for asking, but how is the progress on the developement?

Mods / Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
« on: August 09, 2021, 08:08:59 AM »
is this combat extended compatible?

wait ***, wrong game

yea i tend to think that the expansion is slow as well.  if i as the player can do it in x amount of time the hegemony etc should already have several base level colonies started
my opinion anyway

but then they would expand fast as *** is the problem. how long does it take for the player to expand? depends on how long it takes them to get to the point where they have colonies as after it is way easier. untill then the hegemony getting maybe 10 or more extra colonies. actually each faction might do that

having a setting that decides how a faction expands(more often trough warfare or colonization) and how often it does that would be kind of nice tbh

The file names will be fixed in the next version. You are talking about the jar right?
yeah, i meant the file itself has 0.91 in it so i thought it is for a previous version and the file i downloaded is not up to date(happened with hazard mining ncorporated once, where i downloaded a version that is lower that broke my game because the main page did not have an updated link)
apologies if i got something wrong, but the way i understood they either paid the ransom or could simply not flee anymore, even with story points, after going back from that option. correct me if i am wrong but i think that is not intended
Can you say this another way? I'm a little confused as to what you mean. You should still be able to flee unless you have a very large fleet. That prevents you from fleeing altogether (maybe even with story points) and that is a vanilla feature not mine.

what i meant was that what i got from what they said(i did not use this mod a lot yet) was that they picked the option to pay ransom but then got attacked anyways and had no option to flee, or got into the menu  to pay but didn't and then after going out of it had no option to flee anymore, whether regularily or with story points. i might be wrong though

I'm surprised you guys actually use those things, none of them seem worth a slot to me.

you can multiply a rare ship you have, and you can install up to 3 extra permanent hull mods in each ship produced. it is worth it if you want to go above and beyond at making something completely overpowered, or if you want to multiply said ship by either 2(at the lowest value) or even more, depending on hull size and AI cores

Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« on: August 08, 2021, 07:54:47 AM »
ah yes, the Apollyon. maybe half a year ago since i last used it but i equipped it with the highest DPS(all rapid fire) explosive weapons i could find and shturm overhaul, and that was at the time of no built in hull mods(but an extra 10% ordeinance points). i also did not have other VIC hullmods, so it actually could be maybe 10% better

the Laidlaw tech shields and built in(useless) kinetic missile launcher allowed me to set everything on autofire and hover in safety override distance while my guns melt trough anything. granted, stations still could hold their weight, but being able to jum out at a moment's notice(with more charges and faster recharge rate) meant i just assaulted them, killed them the moment their shields went down and if *** got difficult jumped trough the ship and whatever lied beyond, usually damaging/disabling(in terms of weapons and engines) or straight out killing it in the process while allowing me to quickly vent and go back in

it really is kind of OP(and it got stuck in stations very often) but i never thought to use it as a alpha strike unit tbh. that is an interesting point

for the other ships i sadly have no experience as i just had my usual ships and rarely bought any, untill i was strong enough to have a colony at which point...well, blueprints dictate what you get. but the super figther truly is a good choice, though i never had it be point defence so far. but it does deal with anything smaller than a cruiser or without full shields quite well

on a side note though, apologies for asking, but where is the 0.95 version? the downloaded version said it's 0.91, at least 2 files in the folder had that number


Adult content

This mod contains adult content. You can turn adult content on in your preference, if you wish

dang. another site to register i guess...
This is because the mod contains some cursing and a few portraits have blood and such, and I wanted to be conscientious of that for children. There isn't really anything "Adult Content" otherwise, and I get that its incredibly mild compared to other things on the internet... I didn't really think about the fact that it forces you to register to the site though.

Sigh, I'll give it some thought. I'm probably being overly conservative and could simply put a self-rating of T for Teen or something. The story might also contain some suggestive and horror content so that would be the most appropriate rating. I think "Adult Content" is probably more for things like nudity and heavy graphical depictions of gore, of which there is nothing like that in the mod.

i mean... sorry, i mean this here more of a joke what i will say, but, you are in a game where civilistation has esentially collapsed into a post apocalyptic scenarion, with lore such as entire planets being cracked/wiped of it's population, where you basically smuggle drugs to almost everyone because of how miserable mining and other work is, and later on beat patroll fleets into submision to still be able to smuggle weapons and drugs and organs to basically everyone, who probably has not the best idea in mind

i think there doesn't even need to be a warning considering how starsector is. it is like going on newgrounds and then being surprised about content that is not for kids

Wow a lot to catch up on it seems! I'll try and quickly get to everyone:

I may have found a bug with either faction relations or maybe the fleet ransom?
I was in some system at a trade hub and a trade fleet for the adamantine consortium came by, aggrod onto me and then asked for more money than I had for ransom. For some reason I started the game with them at -50 hostile.

After the ransom prompt I was no longer given any way to flee even though I had remaining story points and they proceeded to destroy my entire fleet while I tried to escape.

It pretty much ended that playthrough which is a bit annoying, but my question is if that's expected to happen?
I'm sorry this ended your playthrough! It is actually intended, however. Refusing tribute is a way to really make a dreadlord/baron angry when dealing the Consortium. If you read the blurb about the faction in the lore section of intel, it states that traders and such actively avoid dreadlord fleets or even areas where one was spotted recently with a superstitious level of anxiety. In game, this mechanic is meant to communicate to the player why that reputation is well founded. The Consortium is an unlawful and evil faction, and they are hostile to just about everyone. That is why they are hostile at the start even for the player unless you choose their start. You might consider avoiding their systems entirely - especially at the beginning of the game.

In other words, if you see one of their fleets and can't bribe them, your best bet is to immediately run if you can. I get that it might be a bit annoying when you can't and get caught, but the purpose is to really drive home how dangerous and unpredictable of a faction they are. If you could always avoid them using story points, it wouldn't really feel this way.
apologies if i got something wrong, but the way i understood they either paid the ransom or could simply not flee anymore, even with story points, after going back from that option. correct me if i am wrong but i think that is not intended

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