Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Arkar1234

Pages: 1 [2] 3 4 5
16
Mods / Re: [0.8.1a] Foundation Of Borken v0.2.0a
« on: January 17, 2018, 03:24:36 AM »
Tentacles
.
.
.
Ok you have my attention

17
Mods / Re: [0.8.1a] Autonomous Ships 0.6.0
« on: January 13, 2018, 10:01:24 PM »
Loving the personality modules.  : D

Makes managing the fleep much easier... no more suicidal light carriers!

18
so how do you go about stabilizing markets? avoid the black market? supply its demands and ship out its excess output?

Sorta yeah, you do have to keep in mind that some markets have too many detrimental modifiers at the start. Those kind of markets aren't worth trying to save.

Anyways, if you want good quality ships, going for independent (military) markets might be your best bet. Alternatively, you can try to get a commission with one of the major factions.

Generally the tech tier list for vanilla goes like this.

Tri-Tach - (Mid-high tech, high maintenance) beam/energy weapons, fighters, good shields, low armor.

Persen/Sindrian (Mid tech, jack of all traits) balanced KE/HE weapons with a few energy weapons, med shields, med armor

Hegemony/Independent (Low-mid tech, low maintenance) longranged ballistics, harpoons galore, meh shields, super armor and hull.

Pirates/luddic (low tech, low maintenance) short ranged rapid weapons, hammer torpedos(ludd), bad shields, ok armor, very speedy.

19
owner cannot be changed at the moment.

Well, the Nexerelin mod lets the factions capture planets and bases... but yeah, doesn't quite work in vanilla.

20
Mods / Re: [0.8.1a] Arsenal Expansion v1.4.7 - Infernal
« on: January 08, 2018, 05:18:35 AM »
Ayyyyyy new update!


21
You can safely ignore the non-heap memory values shown in the console overlay - that information is worthless nearly 100% of the time. It's only shown there to help spot some very rare types of bugs, and in those cases the non-heap size would be too large, not too small.

Aye thanks

22
Hello guys, I'm gonna need some help on optimizing the game.

I know that when running with alot of mods, the memory allocation has to be increased... and I've already done that... but I seem to be running into problems with the game being rather slow because of the Non-Heap memory filling up (instead of the regular memory being used, which only goes up to around 25-40% max). Currently the console commands mod shows that it's set to 130MB, but it doesn't seem to be enough.

Would it be possible to increase that limit? and if so, where?

23
Mods / Re: [0.7.2a] Autonomous Ships 0.4.1
« on: January 03, 2018, 06:29:31 AM »
I've made an update for this mod to 0.8.1a here, quick testing shows the hullmods working. I've got some plans to add stuff like changing ship aggressiveness, we'll see how that goes (also at that point I'll probably make a new thread).

Alright, I'll notify ya if I find some bugs or irregularities. :D

25
The cruiser slows down enemies near it while ability is in use, think it's also passive as well.

It's not quite a fully passive ability... all the ships travel 20% (i think) faster in time... and the slowdown field is a toggle.

26
After playing with the ships for a few hours, I can say this with utmost certainty.

EARGASM!!!!!!


27
hmmm... I'm gonna have to give these babies a try after I'm done with my current campaign

28
Mods / Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
« on: December 21, 2017, 09:57:23 AM »
in the case of the drafs, i just slapped a shield and a srab for those little things.

the Srab keeps them at longer ranges whilst being able to shoot through friendly ships, and the shield helps their survivability quite abit.

29
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 18, 2017, 01:49:49 AM »
Working on a new fighter for the line up; Shikome-class.


It's kind of a super fighter I guess.

Spoiler
[close]

Y'know, just a little on the super side, yeah.

we need more superfighters in the game....

30
Suggestions / Re: Safe'nSteady combat and player knowledge progression
« on: December 10, 2017, 01:50:58 AM »
Well the smart thing to do to not lose all your progress in one botched mission is to keep spare ships in storage and head out with the appropriate amount of ships... but yeah...

Escort missions would be swell too.

It might even be worth tying into Nexerellin's Invasion system and gain rewards/recognition for defending invasion fleets of your faction. Much like how you gain rewards when defending against pirate raids or templar crusades.

Pages: 1 [2] 3 4 5