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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - OOZ662

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1
Mods / Re: [0.97a] Combat Chatter v1.14.1 (update 2024-02-18)
« on: February 20, 2024, 08:26:52 PM »
May want to update the OP's MagicLib link to the new maintainer's thread, though the old one also links to it.

2
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.1)
« on: January 17, 2022, 08:01:53 PM »
Quote
- Fixed a bug where resource levels on Arid planets couldn't be improved via terraforming.

Does this refer to things like farmland improving when changing from Arid to another planet type, or only actions like "improve mining yields on planet"? Just curious whether my arid->terran terraforming project not improving the planet at all was due to a bug that I should look into editing the planet to fix or just a bad roll of the dice.

3
Sent to recover a "thing" from a derelict, arrive to find it's already been salvaged, encounter the fleet leaving system, use story point in conversation.

[attachment deleted by admin]

4
Bug Reports & Support / Garbage emails from this domain
« on: May 05, 2020, 09:53:09 AM »
I've received a couple emails masking their origin from this domain. They don't seem to contain anything but this bit of Spanish yet.

[attachment deleted by admin]

5
Just a note that if you enable Prism Freeport (or use Console Commands to run the code to spawn it; don't have it on hand, had to Google it last time), the head bureaucrat of the station in the comms menu will trade blueprints with you. You can turn in blueprints and blueprint packages for points and it has a rolling selection of blueprints to buy with points.

A separate question; is there a config that determines likelihood of saturation bombardments? This current game I'm playing is about 5 cycles in and there's been maybe two locations captured and six or seven stations bombarded into uselessness, mostly by the Imperium. I'd kinda like to disable them to keep the sector from going dark since I'm not one of those nutters that takes over the whole place myself.

6
Suggestions / Resupply Interface
« on: November 15, 2019, 10:24:43 AM »
I'm thinking two buttons in the market interface; "Resupply" and a gear icon. The gear icon adjusts your fleet's "default" levels for supplies, fuel, and crew. Clicking "Resupply" will buy first from the Military then Open markets to raise the player fleet's stock to the defined levels. Perhaps it should "queue up" the order the same as normal market interaction.

I'm one of those weirdoes that when I have less than x supplies, I want to buy exactly enough supplies to have x. The best way I've found to do this currently is to queue up selling my stack then shift-dragging x supplies back to my cargo, then again for fuel and crew.

7
Suggestions / Re: Pirate bases should be easier to find.
« on: August 28, 2019, 04:36:43 PM »
A lot of things require a skill point to access. Plus, it's not a requirement, as you can still manually find the station as before, it's just not optimally efficient; you spend a skillpoint to make it moreso. And if you're going out to hunt a station, it's not so hard to stuff a few volatiles in cargo along with the supplies and fuel for the journey.

8
Suggestions / Make ship name prefix a separate field
« on: August 28, 2019, 03:14:15 PM »
A minor request in terms of gameplay but a time-saver for people with OCD-like tendencies; separate the faction designator from the ship name field so that the whole thing doesn't have to be cleared out and retyped to change "ISS Squeaky" to "BRS Squeaky".

9
Suggestions / Re: Pirate bases should be easier to find.
« on: August 28, 2019, 03:09:58 PM »
Does the Neutrino Detector not pick up stations or is everyone too used to ignoring it? ;D

10
It came in from off-screen so it had a few seconds of flight time on it (it only had maybe 3/4-1 sec of fuel left at "impact"), it just caught my eye because it dropped to zero speed and started spinning so fast it was outpacing the refresh rate and I was worried I'd encountered some new pirate magnetic anti-missile system. ;D

11
I doubt that this is in relation to a mod, but since I play modded I figured I'd plop it here.

Just watched an Atropos torpedo fired by a Dagger which managed to get around behind the leading edge of a front shield. It looked like the enemy ship turned a little bit so the missile became slightly covered by the "soft" portion of the inner shield which caused it to stop and rapidly spin in place until it ran out of fuel.

12
Just noting that the images for the ships don't like to embed properly in the OP with the export=download& section included in the URL.

13
Mods / Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
« on: September 22, 2018, 11:32:56 AM »
As far as I can tell your mod should be compatible and the error reads like its something missing in a csv file?
You know this mod hasn't been updated for the current version of Starsector, yes?

14
It took a couple sessions to get used to there being a menu there instead of a click just going places, but I don't think it's a bad design. I now occasionally find myself brainlessly setting course to stars instead of planets but again I wouldn't fault the UI for that.

15
General Discussion / Re: Windowed mode question?
« on: May 01, 2017, 09:34:14 PM »
If not, file [\Starsector\starsector-core\data\config\settings.json] line 13 is "undecoratedWindow" which will let you set it either way via boolean.

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