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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - hydremajor

Pages: [1] 2 3 ... 28
1
Suggestions / Advanced mod options
« on: June 22, 2022, 11:37:20 AM »
basically a built in set of options to pick and choose what from a mod gets added or not

Though I imagine the whole thing would need a system of "Tags" to be implemented so the mod options can detect what counts as X or Y

the ideal thing would be the ability to cherry pick wich weapons/ships get activated...

2
Another random SWP has a few carriers and weapons, tried that ?

3
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« on: May 20, 2022, 11:25:36 AM »
Is nexerelin ABSOLUTELY NECESSARY or can I just run this without it and its just a little jank ?

4
Thats a lot of carriers

any plans for arma armatura stuff ?

like playable strike crafts ?

5
Does the landing bug always happen for you? I'll keep trying to see if I can get it to happen on my end.
NOT me,some players from a Forum (https://www.fossic.org/thread-4765-2-1.html)  .    And about "strikeCraft", Have you ever tried landing a "strikeCraft" on a ship which you have not direct control (Even if it's not a carrier)?

Do they have another mod running besides AA ?

could be the reason

6
General Discussion / Re: Palate Cleanser OR: What Now?
« on: April 08, 2022, 02:15:12 PM »
 Starpoint Gemini 2 ?

more of a star trekky vibe with the whole power grid management thing though

There's also the "Slizer Battle Management System"
a simplistic free RTS with various combat scenarios and units to work with, minimalistic graphics so do beware

in the vein of free games there's also Endless Sky, a free crowd-built game on steam that got more of a focus on the whole story-telling and RPG side of things though it DOES features ship customisation, mods and the possibility to make the biggest deathball of a fleet that world's ever seen

If you feel like having a more "zany" experience there's also the  SPAZ Games, stands for "Space Pirates And Zombies", its got that "zany" western "humor" that was popularised by stuff like borderlands but even if you despise that kinda stuff at least you can skip through it and should you do so, you can focus on combat and ship tinkering

7
Suggestions / Pirate factions (notice plural)
« on: March 24, 2022, 03:29:30 AM »
Basically each region of space has its own pirate faction thats mostly outfitted with pirate stuff but they DO every now and then manage to bag a ship from the dominant faction in the area

for example:
Priates operating in hegemony space have a small chance to have a (severely) messed up dominator

8
How about a system that allows us to switch between multiple builds ?

You get presets you can aquire by, say, turning in a A.I. core and then gain the ability to switch between presets,
you gain presets based on the quality of A.I. cores, not quantity

Gamma gives 1 extra set of skills
Beta gives 2 extra sets of skills
Alpha gives 3 extra set of skills

You can only have one active at a time

Say the A.I. core is used to make a sort of personnal assistant or something, like a personnal secretary android or whatever...

9
on the theme of the 40% reduction, it might be to delay the player in pursuits since cargo haulers are basically defenseless against a tuned up cataphract...

OR to "force" the player to use mechs for their intended purposes so a player would be well advised to keep multiple mechs on standby for whatever situation may come up

I guess its a way like any other to put added stress on logistics

and speaking of wich I had another idea for a carrier mod

"Scramble Protocols"
uses the carrier's replacement rate when deployed with damaged cataphracts to repair them before deployment, drains carrier's replacement, will only use up to 100% replacement for repairs, carrier must recover spent replacement afterwards

Basically damaged mechs deploy docked with a carrier if it has that mod and replacement to spare for the repairs

10
more interested in thoses Front mission pilots tbh

11
Suggestions / Ship overhaul
« on: March 17, 2022, 02:23:22 AM »
A credit-based alternative to spending story points to build in hullmods

12
Modding / Re: [0.95.1a] The Sunrider
« on: March 16, 2022, 02:09:18 AM »
Huh, how'd you make it safe to add mid-save? I was under the impression that adding new objects (ships/weapons/music/etc) mid-save caused bad things to happen.

Guessing it doesn't add a new system, so theses things show up in any old market, also means you'll run into thoses just about every fight though

13
SO uh

Not sure if a bug or feature, gonna report anyway to be on safe side

There's a Watchdog that showed up in the missions bundled with the mod with both a Gauss and a Hellbore, and no matter what I tried I couldn't get it to have 2 Gausses or 2 Hellbores

Reporting because after I used the Mod Showcase mission it showed a Watchdog with sets of either double Gauss or Hellbores

Further that "1 and 1" watchdog had a weird behavior in that by clicking the "-" sign next to each arm's weapon the first click would make a weapon option dissappear and do nothing, clicking the second "-" would cause the weapons to switch places

is that supposed to be a thing ?

14
Mods / Re: [0.95.1a] Gundam UC Mod v.0.1.0 1st Release!!!
« on: February 24, 2022, 02:38:04 PM »
Why is shadowyards part of the requirements ?

15
Mods / Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« on: February 23, 2022, 01:36:23 AM »
If we're on the topic of soundtracks, might I suggest the Reflex soundtrack and its franchise's ?

them's bullet hell games though, so do expect some high rythm stuff....

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