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Messages - Tigasboss

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46
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 10, 2023, 03:02:48 PM »
I found a bug during the PK quest
Spoiler
I could give it to the Hegemony and Tri-Tachyon by talking to a station commander, the option to give it to the Luddic Church was there but they wouldn't take it cause its against their religion, there's no option to give it to the Persean League.When i tried giving it to the Sindrian Diktat the option was there but when i clicked it it said "Error: no rule found for option pk_turnInDiktat, adding a failsafe option to exit dialog."
[close]

47
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 08, 2023, 02:35:46 PM »
Hey Alex, I've been seeing a lot of comments about the slipstreams and how a lot of the times they are more of a hindrance than help, I have an idea that could maybe make those people happy, since this update gave us the hyperspace topography thingy, what if at some point we could unlock something(repeatable like the item we sell) to change the direction of a slipstream, or maybe to spawn a slipstream in the direction we want(like those small temporary ones that appear sometimes in the campaign), would that be difficult to implement or is it something that wouldn't make sense lorewise?

48
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 07, 2023, 03:03:30 PM »
I have a bug in my game, whenever i visit the bar in chalcedon after doing the luddic church quest,
Spoiler
  it keeps triggering the event to meet with the luddic path recruiter, in order to find the missing knight, even if i shoot him it still triggers.
[close]

49
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 06, 2023, 10:24:55 AM »
Is it just me or do the laser missiles overall feel a bit underwhelming? The dragonfire large for example has 5 ammo and each deal 3000 energy damage, the missile says its fast and prevents pd but from playtesting the missile seems to die really fast when its hit with pd, and costs 28 op, the cyclone reaper launcher has 20 ammo(fires 10 times, 2 reapers at a time) and deals 8000 total HE damage for 26 op.
You could argue that the reaper is much harder to hit but the payoff is much greater imo, specially now that the reaper shoots faster and the fact that the dragonfire deals soft flux.
What do you guys think?

50
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 05, 2023, 05:59:37 PM »
Is smuggling changed in some way? it feels like i always get suspicion even when i buy high quantities of the same commodity in the open market, and the suspicion level seems to go up way faster.

Edit: Unrelated but upon returning to Chalcedon and visiting the bar it always shows the option to follow Sedge even if you already completed the quest.

51
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
« on: February 07, 2023, 03:12:35 PM »
show me your stolas builds, best i could come up with was autopulses and a rift beam.

52
Is there a way to make it work for conquered markets?
The menu does not appear for markets conquered via nexerelin, even with the npc market edit option and devmode.

53
General Discussion / Re: Low Tech problems
« on: January 20, 2023, 09:23:58 AM »
You should try getting one of these.
https://www.reddit.com/r/starsector/comments/vkuqt8/onslaught_build_guide/

It becomes so stupid fat, and you dont even need to follow it exacly like it is, sprinkle the rest of your fleet with moras and dominators for support (if youre doing a pure low tech run) and a few frigates for flanking and you should be able to fight most vanilla fleets easily, including redacted if you have more than one of those onslaughts with an appropriate officer.

54
You should try to get at least 1 million credits before making a colony, just to be on the safe side.
The reason you don't find numbers on the colonies is because it depends on a lot of stuff.
First you have the hazard rating, then you have to choose which industry to build first and different industries have different upkeep costs and different profitability depending on what they produce. The upkeep cost is multiplied by a hazard rating, on a planet with a rating of 100% if for example you build an industry with a cost of 10k for monthly upkeep youll pay those 100%, if you settle on a 200% one youll pay 20k.
You also have the option to pay a hazard fee which is another money sinker but usually worth it if you have the money because it makes it so that the population grows faster.

55
Suggestions / Re: What could be done with Safety Overrides
« on: January 16, 2023, 05:38:46 PM »
I don't understand the hate for SO, this is a single player game, if you don't like a hullmod dont use it? Its not like npcs abuse it either, I haven't seen a non player SO hyperion or anything of the sort. I did like Alex's idea though, it makes SO more interactive and more of a choice, like a trumph card of sorts.

56
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.8 RC3
« on: January 11, 2023, 06:14:25 PM »
Just wanted to say that this is my fav mod both lorewise and shipwise, it has great designs and i love the mayasurans rising up against the hegemonkeys. My only complaint is the fact that the Mokorran has a ballistic large mount instead of an energy one like his smaller brother Winghead :v. Besides that great mod!

57
Found another bug: It wont let me change the image or description of a planet i conquered, even with the option to change npc markets enabled (including with devmode). The button just doesnt appear.

58
An absolutely superb mod that finally lets me colonize Penelope's Star to my heart's content without being annoyed by the planet descriptions being off. Well done!

So far I have encountered only a single issue: the image I picked for one of my planets keeps getting reset. Just the one planet though. I think it's because the mod wants to prioritize using one of the pictures for a "mining" tagged world when I'm trying to get it to prioritize the fact that it's a lava world, but I'm not 100% sure what is causing the issue. I have manually set the picture a few times, only for it to swap to something else when I come back later or load my save.

Yes this is happening to me with my system on penelope's star with calypso and ithaca both of which i have terraformed to be terrans, which when choosing image have the tags of a barren and desert world respectively, so that might be why that happens. I put an image of a terran world, but the system identifies the planet as its previous type so it uses the image i chose before that corresponded to the planet's original type.

59
Great mod! Adds a lot of immersion to the game and will surely be one of the mods who will be always loaded every time i start a new game.
My only issue with it is that sometimes planet illustrations change back upon reloading, for example upon terraforming a barren planet and changing the image to a terran, upon exiting the game and loading it changes the image back to a barren planet. Might be because of the tags? those don't update as well.

60
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: November 13, 2022, 03:38:18 PM »
If i turn off the daemons for the play through can i turn them on later? The Legio will still be on, i just dont want them to steamroll through the core worlds before i get my own thing going on cause id like to have a late game challenge but not at the cost of the core worlds.
I know it says its only for that campaign in the settings but id like to make sure.

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