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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 - Inhilicon

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16
Hello, altruistic helper folks whom I wish merry christmas to. I'm having a problem with my custom ship. It seems to ignore variants and keeps placing a Hammer barrage on the sole large ballistic slot of the ship. Any guess as to why?

17
Blog Posts / Re: Of Slipstreams and Sensor Ghosts
« on: October 16, 2021, 06:04:02 PM »
You know, I always felt like there should be a way to go faster in hyperspace. And here we are! It seems very useful and fun.

18
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: August 09, 2021, 09:43:08 PM »
Why are we still here? Just to suffer?

19
Suggestions / Re: Balance colonizable systems
« on: June 23, 2021, 11:20:01 AM »
Just hang in there! See it as a challenge of patience? I dunno, lol. My patience is terrible so I see it as a chance to improve that particular area.

20
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: June 15, 2021, 07:59:43 AM »
You could also set

"maxFactionRespawns": 3,

To something higher! That way you have a lot of chances at making a faction come back. Of course, this might work against you. Perhaps you should also set

"factionRespawnInterval": 120,

To a much higher number, so you can actually achieve victory within a time span. Or is it impossible to achieve victory if respawns are enabled at all?

21
General Discussion / Re: Anti-Phase system and equipment needed
« on: June 10, 2021, 11:31:46 AM »
Maybe the Mora could finally get a buff then, if low-tech carriers are the answer!

22
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 29, 2021, 06:34:17 PM »
Quote from: Draba
Also shield-related, if you are considering a minor nerf to high tech hardened shields hullmod might be part of that.
Something like 15-20% would probably still make it an automatic builtin choice for most ships, but makes armor bricks comparatively stronger.

I have to agree with this. I feel like Hardened Shields is in its own hullmod tier of "amazing", while the rest are either good, average or unimpressive. It lets a high-tech ship's shields turn HIGHER tech or it pushes a low-tech ship's shields into midline levels.

23
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 29, 2021, 12:47:00 PM »
These are really cool, I'm looking forward to using and fighting them! Starsector is the best, no contest, I do attest.

24
Can you have a low-tech or midline ship use Plasma Jets and can you have a high-tech ship use Burn Drive? What are the colors of the jets for low-tech and midline ships?

You can, yeah. IIRC Burn Drive keeps the engine color being whatever it is, while Plasma Jets shifts it towards green, regardless of the ship's normal engine color. You can check the relevant .system file for details (Plasma Jets is defined in microburn.system, btw.)

Very cool! Thank you very much, Alex. I will fiddle with it for my mod and maybe come up with something cool!

25
Can you have a low-tech or midline ship use Plasma Jets and can you have a high-tech ship use Burn Drive? What are the colors of the jets for low-tech and midline ships?

26
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: May 12, 2021, 05:04:35 AM »
Thank you for letting me and everyone else wondering know!

27
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: May 11, 2021, 06:58:46 PM »
What's the word on the status of this mod via the Unofficial Discord server for Starsector?

28
Mods / Re: [0.95a] BigBeans Ship Compilation
« on: May 06, 2021, 01:24:09 PM »
I wanted to ask, is the Brigantine inspired from a ship with the same name in X3? Or is it simply a coincidence? Great choice of a name for a pirate vessel, in any case.

Brigantines, carracks and galleons, oh my!

29
Quote from: SCC
So that the optimal use of any fleetwide skill isn't to spam 20 Paragons.

I wouldn't do that to begin with. I don't do tryharding super optimal builds in a single player game, that's dumb.

Quote from: SCC
Because, for example, when you get Special Modifications, you get 10-20 new opportunities to spend story points on ships. When you get Systems Expertise, you have no new incentive to spend story points on anything, so as a participation award story point sink, you get the elite upgrade.
You can also think of it this way: combat skills cost 1 1/4th of a skill point to fully unlock.

This would make sense if Industry also got a nice elite effect as a consolation prize, but it doesn't allow you to tap into comparable power. Only Combat and Technology get the good stuff either with or without elite effects, being vastly OP compared to Leadership and Industry.

Also, sorry for late reply.  :(

30
It's only a small example comparison, but in the old system I could have Technology's Sensors and Navigation skills both. Now I cannot.

And these skills that eventually hit a limit, after which they do nothing? I don't like that. And why do not all skills have elite effects? Combat gets a lot of favoritism, I swear.

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