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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 - McTrigger

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1
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: April 29, 2023, 04:20:10 PM »
Jumping blind into a pulsar beam is lame.  I have save-scummed before entering neutron stars because of pulsar beams.

No one forced you to save scum.

I have no problem living with that particular consequence of space exploration. It's hardly game-over and you are given tools to escape scenarios like jumping into a Pulsar.

2
I like the idea and hope Alex sticks to his guns. Otherwise its just a boring non-choice on which smod to use.


3
Is it working properly when i find 15 ancient laboratories and 0 rift generators?

This has been my experience the last 5 runs. Ancient Laboratories everywhere with rift gens being unicorns. Though I did find a 75 hazard class v with Rift bountiful agi which felt good.

4
General Discussion / Re: Genuine question about the phase changes
« on: December 24, 2021, 10:24:32 PM »

The fact that AI phase fleets are much less annoying to finish off is a very nice QoL improvement as well.

Enemy phase fleets have never been an issue for me. I don't see how making the difficulty easier is somehow a QOL thing.

5
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: December 09, 2021, 02:09:47 PM »
hope it comes out soon tm

The one thing you can absolutely count on :D

This year or next?  :-*

6
First game trying out the mod.. and not finding many vanilla colony items. Was drop rate altered/nerfed?

7
General Discussion / Re: Best way to farm beta cores?
« on: October 02, 2021, 02:23:41 PM »
Vast/Extensive Ruins usually give me 2-3 Beta cores. You can plop an Alpha Core on Tech Mining for extra finds until it's combed through and just abandon colony or give it away.

8
General Discussion / Re: Where are The Expanse mods?
« on: September 24, 2021, 07:06:29 AM »
Starsector ship and weapon sprites are rather distinct, so either you make a low quality mod by using some third party assets, or you make your own. If you make your own, why would you make sprites you don't fully own?

Oh didn't realize what a profitable industry Starsector modding was.

9
Mods / Re: [0.95a] Battlestar Galactica Portrait Pack v1.0.6
« on: September 24, 2021, 04:54:52 AM »
Fat Lee is legendary

10
General Discussion / Where are The Expanse mods?
« on: September 24, 2021, 04:50:26 AM »
Seems weird, I would have thought this game would be crawling with them.

Also, what would the Roci, Donnager and Nauvoo ship types look like in Starsector?   ;D

11
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: September 24, 2021, 03:09:06 AM »
I'm a bit confused how the modules for Altagrave work. I salvaged one and I'm unable to add any leg/backpack modules? Or is that a tech I need to find?

I also have an Aleste and I can cycle through the various arms etc. Nothing unique shows up in the UI for Altagrave

12
Mods / Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« on: September 24, 2021, 01:23:32 AM »
Is there a way to disable Academy storyline (so I start with gate tech) without enabling random core worlds?

13
Yeah I fell for the thread mirage title too and made me re-install update all mods. Now I'm sad  :'(

14
Mods / Re: [0.95a] Grand.Colonies 1.0.c - More Building Slots
« on: September 16, 2021, 09:20:40 PM »
is this combat extended compatible?

wait ***, wrong game

 ;D

15
Mods / Re: [0.8.1a] Nexerelin v0.8.4b "War and Peace" (update 2018-09-30)
« on: December 30, 2018, 09:05:56 PM »
Update when?

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