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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - megabot

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Modding / Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
« on: October 12, 2021, 01:02:44 PM »
I'm guessing no updates on this one

Blog Posts / Re: Of Slipstreams and Sensor Ghosts
« on: September 26, 2021, 09:02:20 AM »
also on a side note, what are hyperspace ghosts even?

i am not asking for the detailed lore or meaning or whatever, but like - what does your fleet pick up? or does it even pick up anything? is it like a permanent sensor ping, in terms of appearance for your sensors, or like a big spread out debree field, or a big ball of mass, or..? what are we even remotely talking about here, aside from what it actually is

Blog Posts / Re: Of Slipstreams and Sensor Ghosts
« on: September 26, 2021, 08:59:31 AM »
This looks incredible!  One point of feedback -- the visual representation of slipstreams on the sector map needs to be scaled by intensity. 

In the examples, the slipstream indicators seem to have the same intensity regardless of width, so wider areas of the slipstreams stand out much more.

This is the inverse of the actual gameplay effects, where a narrower slipstream is 'faster' than it is when it widens out, a big fat wide arrow slipstream indicator stands out a lot more than the narrowest segments.

Thinner sections of the slipstreams would benefit from proportionally boosted brightness or opacity on the starmap to make them 'stand out', the way they will when you're zipping through 'em.

Interesting idea! I gave this a quick try, and it doesn't work out that way - rather, it starts to look more confusing; if the wider sections are faded out enough for that to stand out, they're also faded out enough that's hard to tell that they're actually wider, so it becomes a "why is this faded out" (which, in fact, it could be also because the stream is dissipating, or because it's fading towards a "break", etc) rather than "ah, this is wider, so it'll be slower".

More information can sometimes become more visual noise and make things less clear rather than more; it's interesting to see where that point is sometimes!

sugestion: maybe messing with arrow width/shape/size/number could do it

wider hyperspace lane? thecker(but not longer) arrows, which have more space between each other than a fast one, which has thin arrows

Blog Posts / Re: Of Slipstreams and Sensor Ghosts
« on: September 24, 2021, 11:24:21 AM »
this is poggers indeed, though i do not completely understand - what was that at the start about sensor ghosts being the inspiration?

also apologies for asking butwhen could the update be, maybe?
aside the  fact that this ferature needs to be finalized some(like the skills) are still not completely done

also as a side note, maybe the skill to aquire the instantly jump into hyperspace(forgot what it was called) and the neutrino detector could maybe gain a buff from their respective skill, considering that you can get them for free so the skill essentially "offers less"

Mods / Re: [0.95a] DroneLib v1.1.0 - Evolved Combat Systems (New Tutorial!)
« on: September 21, 2021, 12:21:08 PM »
mister tomatopaste? sorry for asking but, are you still working on rogue synth?

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

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

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