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Messages - Immahnoob

Pages: 1 2 3 [4]
46
The highest tier heavy industry is calculated for ship quality in all your colonies.
Orbital Fusion lamp does make planets hotter.
No atmosphere requirement means the no atmosphere quality is required.
There is an accessibility bonus for grouped up colonies, along with the fact that fleets can support each other in defense.
How would a planet change if I added the Lamp to an Extreme Cold planet? Would it be Cold then or Hot? I understand it counters it but testing all of this is going to take too long, haha.

47
Hello, I'm kind of in a dilemma right now since even verifying this is quite difficult and for me the differentiation seems rather odd in the status of the planets.
Is "No Atmosphere" the only one that can use Synchrotron Core or are "Thin Atmosphere", "Toxic Atmosphere" etc also good enough to fit this prerequisite?

Also, does the Orbital Fusion Lamp change a planet from Hot to Extreme Heat? I have a Cryoarithmetic Engine that I want to use together with a Synchroton, a Pristine Nanoforge and Autonomous Mantle Bore but damn, it's kind of difficult to find a good planet.
I haven't played the game in ages, so I don't even know or remember, are there bonuses to closeby colonies? Do I need to build Heavy Industries for all of them so their fleets don't suck or is it still ok to have only one and it functions globally?

48
Bug Reports & Support / Domain-era probe spawned inside star
« on: March 30, 2021, 10:26:40 AM »
:(

https://imgur.com/MFgur13

There's the bug.

49
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 30, 2020, 10:35:19 AM »
Are wars between factions going to be possible at some point? That's one thing I always wanted to see in Starsector.

50
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« on: April 28, 2017, 05:14:56 AM »
It's just aesthetically displeasing and immersion breaking, they're too bright and don't get me started on the "tree-like appearance" because of the colors.

51
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« on: April 27, 2017, 02:12:55 PM »
Hey, how much do you think would take you to make a version with darker colors?

Well, darker how?

I do have some darker themed skins that I was considering using for rare spawns and lucky finds with a weird camo scheme; I'd need to update the files to the most recent standards, but they might be in line with what you're thinking.

Spoiler
[close]
Those look fine. I like the style of your ships, but the color kind of doesn't blend with the setting and the vanilla, that's why I was asking if you could work on something darker or if you are working on anything of the sort.

If I may suggest something though. Vanilla tends to make their ships more grimy/dirty, if you'd add that in, it would be great.
Keep in mind that many ships in vanilla are quite old. Most ships cruiser and up are almost impossible to build without the domain's massive tech level.
Some may be hack job, others salvaged on tech raids, most are just maintained and overhauled when needed.
That's exactly my point mostly. It's kind of odd that any faction, old and even new, would be able to look fine after something like the Collapse happened and them no longer having access to certain technologies. Which is why most of the times, modded factions tend to be kind of immersion breaking.

I never thought I'd say that though, there's a first for everything.

52
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« on: April 27, 2017, 12:59:45 PM »
Hey, how much do you think would take you to make a version with darker colors?

Well, darker how?

I do have some darker themed skins that I was considering using for rare spawns and lucky finds with a weird camo scheme; I'd need to update the files to the most recent standards, but they might be in line with what you're thinking.

Spoiler
[close]
Those look fine. I like the style of your ships, but the color kind of doesn't blend with the setting and the vanilla, that's why I was asking if you could work on something darker or if you are working on anything of the sort.

If I may suggest something though. Vanilla tends to make their ships more grimy/dirty, if you'd add that in, it would be great.

53
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« on: April 27, 2017, 11:26:54 AM »
Hey, how much do you think would take you to make a version with darker colors?

54
Modding Resources / Re: [0.8a] GraphicsLib 1.1.0
« on: April 26, 2017, 04:55:49 AM »
I get this instead.

217443 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: org/lazywizard/lazylib/MathUtils
java.lang.NoClassDefFoundError: org/lazywizard/lazylib/MathUtils
   at org.dark.graphics.plugins.DistortionsPlugin.advance(DistortionsPlugin.java:119)
   at com.fs.starfarer.title.ooOO.K$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: org.lazywizard.lazylib.MathUtils
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 11 more

55
General Discussion / Re: Is the difficulty curve really inverted?
« on: April 19, 2017, 08:39:35 AM »
I think it becomes rather easy in the late game.

I finished a Vanilla faction run with level 58, I could pretty much solo everything with my Onslaught. If I felt that things aren't going my way, I'd bring in my Paragon too.

56
General Discussion / Re: A Falcon's Role
« on: April 19, 2017, 08:37:50 AM »
Who said the Medusa was lackluster? It's the best destroyer in the game.

As for your loadout, I would trade the antimatter blasters for railguns or needlers.
It's meant to be a Burst damage vessel. You can overcharge them with in 4 shots (2 phases, 2 blasts for almost all Destroyers) and you still have the time to throw another volley.

57
General Discussion / Re: The AI and their missiles.
« on: April 19, 2017, 08:31:27 AM »
No one uses bigger ships here, huh? I've been getting hails of rockets and torpedos thrown at me a lot. It's usually when I lose concentration and my Onslaught gets too much flux.

58
General Discussion / Re: A Falcon's Role
« on: April 19, 2017, 08:29:05 AM »
Since I've seen some people say the Medusa is rather lackluster, I think no one tried 2 Antimatter Blasters on the hardpoints, 2 Phase Lances and 4 Burst PD Lasers.

Of course, it's best if you also have a high level pilot for this, especially with extra damage to shields.

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