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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Toxcity

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1
I don't think the Pirate Eradicator's prevalence is too big an issue. While it is a power jump, I don't think the game is reliant on the player being able to kill pirates for it to be problematic. It being common also has the side effect of giving black/pirate markets a good early ship for the player to use.

2
Blog Posts / Re: Colony Crises
« on: November 30, 2023, 06:03:04 PM »
If I could humbly make a request, could you take advantage of the fact that you are already working on the colonies and think about reworking the invasion missions?

I think Invasion Missions are a Nexerelin thing.

3
Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: July 10, 2023, 01:29:15 PM »
Just colony mods, this is the only ship/weapon mod i'm currently using. Its late game and my colonys are making tons of cash so i can afford to order new capital ships just to fight REDACTED fleets. I'm guessing its the jump in AI officers from medium threat systems to high because even my exploration cruiser fleet was handling medium fleets just fine. The biggest problem is my torpedoes are absolutely useless and won't get through--like missile and fighter weapons just aren't an option which is kinda nuts.

I remember having to swap out to a heavy kinetic build back in the day to deal with radiants just to keep pressure on them but my 50DP, 3 S-mod, lv7 officer paragon was getting bullied by that 25DP cruiser which was just blowing my mind.

The 0.96a energy weapon buffs may be the culprit. The small and medium Burst PD lasers got OP reductions and an additional charge, while the Gravitron beam got a shield debuff (5%/8%/10% more damage for 1/2/3+ beams respectively).

4
General Discussion / Re: A huge nerf to the missiles
« on: July 03, 2023, 01:54:25 PM »
Make the capstone combat skills not available to officers. Only the player and the enemy commander can use them. This would mean systems expertise needs a buff, but missile specialization could remain the same because it already feels really good as a capstone.

I think a missile spec nerf would be better if this is the consideration. Maybe I'm putting too much stock into missile spec, but I think this would hurt lowtech endgame viability alot.

5
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 16, 2023, 06:41:00 PM »
Small bug:

Defective versions of a skin (such as Falcon(P)(D) ) bring up the base skins Autofit variants when you click the Autofit button.

6
General Discussion / Re: DEM Missiles - Impressions and Tweaks
« on: May 15, 2023, 07:32:08 PM »
It's not really noted in-game, but Gazers do have the Gravitron shield debuff. They're really good on setups that apply constant pressure.

7
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 05, 2023, 12:29:33 PM »
This is almost certainly the result of a saved mission variant from 0.9.1 or earlier. Open up your saves folder, find the 'missions' folder under that, and delete it.

Ah mb then. Enjoying the update otherwise.

8
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 05, 2023, 11:29:10 AM »
Error when checking out the missions Sinking the Bismar:

Fatal: Ship hull [hyperion] variant [mission_sinkingthebismarck_ship_0]: slot id
[WS 005] not found for weapon [atropos]

9
Suggestions / Re: Complete the row of weapon groups
« on: February 23, 2023, 11:44:45 AM »
I think another issue is UI space. 7 weapon groups has to share space with fighters and ship systems.

10
General Discussion / Re: Sindrian Diktat Changes
« on: May 09, 2022, 06:45:35 AM »
I'm gonna err on the side of "Alex knows what he's doing" in regards to the LG skins. Less because "dictators are bad" moralizing, and more since it points toward having to do with additional story content. Like it LG are meant to be mid tier enemies for the story, doesn't that kind of run against making them an elite group (with all the officer skills, elite skins, and s-mods that would entail).

11
Suggestions / Add a "Incompatible Hullmods" column to hull_mods.csv
« on: March 25, 2021, 01:19:44 PM »
Currently when a mod wants to add a hullmod that is incompatible with a vanilla hullmod, the game allows players to install the modded hullmod first and then install the vanilla hullmod without issue. While you can use scripts to ensure that the modded hullmod is removed in this situation, Story Points mean you could "lock-in" the modded hullmod. This could easily lead to lost Story Points or exploits that aren't supposed to happen. Having incompatible hullmods being handled by hull_mods.csv means that modded hullmods would no longer have this issue.

12
General Discussion / Re: Is this game dead?
« on: February 28, 2021, 05:14:55 PM »
While Alex is playtesting rn, it's a bit silly to guess how close the update is. Given the amount of stuff that needs a look through (new skill balance, balance of new ships/weapons, typos in new content, etc.) playtesting could last any amount of time.

13
General Discussion / Re: Is this game dead?
« on: February 24, 2021, 04:52:23 PM »
Given the game isn't dead, I'm pretty sure people aren't commenting since this has basically turned into a vent thread about the patch taking forever.

14
General Discussion / Re: Is this game dead?
« on: January 26, 2021, 07:42:55 AM »
I'm pretty sure a too fast update schedule would kill the modding scene.

15
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: November 08, 2020, 11:12:03 AM »
The current estimate is February next year.

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