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Messages - Shuka

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1

or you know have the atlas actually follow the mythological roots and have it carry a one-use gigantic rock to throw at the enemies.


Wow now I miss the interstellar imperium. The luddic suicide drams or whatever they are kind of fill the gap. I'm actually fighting The Kingdom in this game and the AI is using some tactics that I never had to deal with and its pretty funny.

2
If you can do it, taking out the orbital works on Chicomoztoc (and the one on Raesvelg for good measure) will really mess them up.

Finding a way to start a war between Heg and one of the other major factions (Persean League is good) should also take some of the heat off TT.

This is great advice that has been sitting right under my nose for far too long.

3
Shitpoast warning...
Spoiler
[close]

On a side note for those that do not know, Tiandong is a province in China :)

Very well played indeed my good man.

4
Was browsing the Colonies tab and was looking at structures and then this happened, not sure if it is this mod particularly but says pn.nexus and the mod is called "pn" when extracted

That is very strange seeing as I deleted the nexus and all references to it. Are you sure you installed the latest 0.52a version of the mod by first deleting the old folder? If you didn't delete the old folder first and simply replaced all the contents then the pn\data\campaign folder will still contain the .csv file "industries" which refers to a non existant nexus, which will crash the game. I cant replicate your error without doing the update by "replace all contents" type of update, which is not recommended for any mod I think. I'll put a clarification of this in the OP.

I had the same issue, deleting the old folder and installing the latest version of P9 fixed it. Cheers and thanks for the mod.

5
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: April 27, 2021, 05:54:49 PM »
I hope this mod will be update for the actual version of starsector :3

It is always darkest before the dawn

Great mod DR, don't drop the update anytime soon I want to go outside this summer :)

6
One pillar of strength that the THI fleets draw massive reserves of morale from is the literal translation of space mandarin Tian meaning "huge" and dong meaning "Dong."

7
My bad dawg

8
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: April 27, 2021, 08:11:30 AM »
This is pretty dope, thanks man.

9
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
« on: April 27, 2021, 05:39:58 AM »
Glad this mod is still going, MacNamara is my favorite ship and I just can't find one for sale in my current playthrough. For awhile I thought it got removed, then I saw one flying around in a patrol I think, and now I'm just biding my time lol. Thanks for all the hard work.

This next protip is for the other dummies out there, smart people can skip this. When I want to find Anargaia
Spoiler
I clicked the intel tab, and then the ARS tab.
[close]
It seems really simple but I spent way too long figuring that out.

10
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: April 22, 2021, 01:38:34 PM »
fellow modder MesoTroniK very much could use the money if you've got it and the urge to spread it around.

DME exists in current, enjoyable form largely because Meso took the time to teach me some very basic best practices and share some invaluable scripts with me. I'd take it as a personal favor if people who think of donating to me would go donate whatever they were going to give me to him instead.

What a good sentiment, big ups bro. Also love the mod good work man.

11
I had 5 pirate raids in a few months after building my first colony. Is this intended? Seems very excessive.

I think something else is going on, or perhaps a bit more time has passed than it feels like. It would take 4-5 months to build enough structures to attract raids I think.

What I do is find a system with at least one mining and one farming type planet and colonize them both more or less simultaneously. They supply each other and each draws less attention than one big one. To expound on that, its better if the colonies population growth is the focus and then industries are added at like size 5, when they will be providing enough resources to help fight the raids.

Personally not a huge fan of 4x type games, it feels like it's trying to make SS more 4x based, which isn't personally to my taste.
Good effort on the mod though, very polished, never really noticed any bugs, very solid.

Well to be fair it is the first line of the mod description ;)

I never try to conquer the galaxy but I still roll with it for the increased ways to manage rep. I grab 200 marines, look for a size 3 pirate base that just had its battlestation incapacitated, and invade. Gift the market to someone and voila a little patience and resources opens up access to more ships.

Now the market has a chance to rebel, the faction sends a suppression fleet to handle it, and if the market does rebel I lose some of the rep but not all of it. Makes it worth flying somewhere I've already been a million times.

12
Great info thank you.

Loaded a vanilla run with nex and it asked me to go over some options. Very smooth nicely done.

13
What are a few resources to the alpha core but means to an end. Do not belabor HAL 9000 a meager sacrifice of labor and capital.

14
Mods / Re: [0.9.1a] Interstellar Imperium 2.1.2
« on: June 21, 2020, 05:38:07 AM »
I just wanted to come here and type that, at first I didn't really like II, the ships weren't my style, and I thought them too weak, but as I played Starsector more and more, I found II likewise grew more and more on me.

Very nice.

I did almost the same thing because they didn't seem too exciting to me, a kind of Roman Imperialist faction probably very efficient and very basic. The ships ended up having a lot more flavor than I thought, and their location and role really fleshes out the sector for me.


15
Mods / Re: [0.9.1a] Sylphon RnD 0.9.8a - Tournament and More Edition
« on: June 20, 2020, 04:47:01 AM »
Just wanted to pop in and say thank you for the hard work that's gone into this mod, and that Sylphon RnD is my favorite faction for having a nice lore response to the development of AI, having a hecking purple and black color scheme that looks badass, and wonderful ship designs.  Please keep up the wonderful work!

Seconded, I took them out for a playthrough once but I discovered I missed their position in the system and how they interact on the campaign map, and also some of the ships are really fun to fight with or against. And more AI stuff is cool too.

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