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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - vorpal+5

Pages: 1 [2] 3 4 ... 20
16
Mods / Re: [0.96a] Fleet Journal v1.0.8
« on: February 02, 2024, 09:52:46 PM »
Thanks for this mod, I prefer it -- as it is more powerful -- than the Captain Log Mod.

17
General Discussion / Re: Is there a Pirate-king playthrough?
« on: January 31, 2024, 01:47:34 AM »
I have underworld mod but somehow missed these options. I have started as a nobody on a quite derelict Q-Ship (that I exchanged for a Tramp freighter).
Thanks for the Privateer base, I have Indus Evo, so I'll make sure to use it.

18
Mods / Re: [0.96a] Hiver Swarm - V1.10 - 11/01/23
« on: January 30, 2024, 08:39:35 AM »
You can be proud of you! Many players definitely like the challenge the Swarm gives.

https://www.reddit.com/r/starsector/comments/1aemxl3/well_well_well_if_it_isnt_the_consequences_of_my/

19
Huh, and here I thought you were going to bring up black market trade.

I don't think I've ever heard exploring be described as very profitable without missions. What are you finding?
A black hole has systematically a research station, and there you routinely find 300k of loot (on average).

20
Just saying that so far, the two sources of revenue that dwarf any other are exploring unknown systems of choices and selling goods in short supply. You may also wonder why a size 3 dilapidated station can buy 2 million worth of stuff, but this is tangential to the problem.
Even the so-called super bounty missions from mods, where you would get 500k if you beat a fleet of battleships, are not much compared to what you can gain rapidly from these two other sources.

21
Mods / Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« on: January 29, 2024, 11:16:07 PM »
Hi there,
Very nice mod, thanks!
All the markets have far too commonly the Kaksos autocannon, and I'm in trouble finding the standard Heavy Autocannon.

22
It's provocative on purpose, but again, in my new run, nothing beats, and by far, the gazillion credits you'll get from plundering unknown systems, black holes and such.
I reeeaaally question the balance here ...

23
Modding / Industries: Modding production & demand
« on: January 29, 2024, 03:58:04 AM »
Unless I need a new pair of glasses (which might be), I have not identified in the .CSV these values, for industries. Do I need some code editing for that? It would feel a bit weird, given it's static for a given industry.

24
Mods / Re: [0.96a] Roider Union - Expeditions - 1.4.6
« on: January 28, 2024, 09:43:20 PM »
- Problem with command of class scripts.campaign.rulecmd.Roider_FreeFringeWarning: com.fs.starfarer.campaign.econ.Market cannot be cast to java.lang.String
java.lang.ClassCastException: com.fs.starfarer.campaign.econ.Market cannot be cast to java.lang.String
   at scripts.campaign.rulecmd.Roider_FreeFringeWarning.isFringeUnionHQSystem(Roider_FreeFringeWarning.java:43)
   at scripts.campaign.rulecmd.Roider_FreeFringeWarning.execute(Roider_FreeFringeWarning.java:36)
   at com.fs.starfarer.campaign.rules.

It happens each time I get a dialog with a fleet. The game can continue afterward. Might it be linked to an unknown trade goods? It worked well in my previous run, here I added in addition a mod adding Red Water, the mods I added compared to the previous time are Mayasuran Union, Carter Freetrader and HMI.

25
Is it the intended behavior that invasions are supposed to begin the moment you make a tiny mining colony in the outer fringes?

Every three months or so, it's another action for the whole game.  Multiple factions, with a new one standing up each time you make peace.  Kind of annoying, really.

Must be a fluke, as I'm very tranquil in my 2 colonies.

26
Special Forces fees seem a tad excessive. The guy is commanding exactly 1 destroyer and 2 frigates and has been orbiting for 3 months one of my colonies (more for a proof of concept than for a real purpose).
So is there an increasing fee as time passes before he is disbanded? Ignore the 4000 credits for the character and the crew fees, that's my own parameters, but for the rest, how did he manage to guzzle up so much fuel (I guess the 1760$ for supply is fair, as the 3 ships have an upkeep per month of 22 supplies) ? Also, what is officer payroll given he is already receiving his standard fee?


27
Yep, I was going to say the secretary allows that, which was not the obvious person to contact for me for a task group creation, but I guess you need to spread the options to different officials, if only for some GUI sanity.

28
Is it intended that even a friendly faction will have its artillery prevent surveying a planet? The completionist in me complains completely!

Corporate: I also moved away very rapidly!

29
Mods / Re: [0.96a] LOST_SECTOR - Exploration and Quest content
« on: January 26, 2024, 10:02:59 PM »
Oops, sorry I mixed the mod.  ::)

Now for a genuine LOST_SECTOR question  :D

The inertial supercharger adds a flat damage equal to 8% of the ship's speed to each ballistic weapon. Does this mean a machine gun (5x25 damage) on a ship with a speed of 100 now deals 5x33 damage? Essentially, it appears to be of interest only for low-damage weapons that fire in bursts.

30
General Discussion / Re: Colony basics
« on: January 26, 2024, 09:32:50 PM »
Sure!


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