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Messages - arwan

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16
Mods / Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« on: October 15, 2020, 07:32:26 AM »
so, i noticed a mission with diable right when i started a new game with this patch, where i needed a pandemonium and 800k but as i had just started i was nowhere near having any of that. now i have climbed a mountain built by the bones of Diable's Enemies and have my Pandemonium and required credits, but have not seen said mission again.

so the question is, is that a time sensitive mission that i have just missed out on, which makes me really sad, or will it come back at some point if i keep looking for it. and will it show up on planets not held by Diable?

17
Mods / Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« on: October 10, 2020, 08:31:27 AM »
those skins are epic. just wow.

18
Blog Posts / Re: GIF Roundup
« on: April 12, 2020, 06:35:00 AM »
those weapon effects are like porn. and i cant wait to see them in game.

a lot of them make me think of a dense gravity field implosion. so you end up with that dark center that fades away as the super dense gravity well dissipates. and some of the others, the red torpedoes in particular, made me feel like the weapon was coming at the ship from "subspace" with the cloud effect being a tear in the fabric between normal space and subspace. which in my mind anyway, made me feel like that projectile would be quite sturdy vs most point defense weapons.

most if not all of these weapons also made me feel like the enemy ships fielding them come from a separate pocket of space. AKA they live in subspace and are invading normal space.

all in all 11/10 excited for the future.

19
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.4)
« on: February 29, 2020, 05:02:15 PM »
thanks for the info, i will start looking for some domain ships.

20
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.4)
« on: February 29, 2020, 07:03:25 AM »
so i got to ask, i have played a few games now with this mod and have NEVER found a M.U.D. anywhere. I had actually forgotten it (the M.U.D.) even existed until i was going through my mods again, so...

where the heck are you supposed to find these things?!?!?!?!?

21
General Discussion / general question about sector travel
« on: January 24, 2020, 11:54:37 PM »
so there is always a LOT of storms in sector travel, which you either have to go through or usually go very far to go around, depending on how thick the nebula is. so my question is, is there a hull mod that reduces, or negates the negative effects of the speed boost you get by being accelerated by the storms in sector travel? or a mod that adds one?

i would be greatly Thankful for any assistance.

22
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.1 (23.03.2018)
« on: April 07, 2019, 04:30:36 PM »
i have been holding off a new play through until this mod updates. its just that good.

23
Mods / Re: [0.9.0a] Diable Avionics 2.01 (2018/12/13)
« on: December 18, 2018, 04:37:57 AM »
there is a way to do this using the console commands mod.

with that you can set factions relationships with each other.

24
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: December 15, 2018, 06:27:59 AM »
oh the fleets hailing you.. im sure i have seen it.. but it did not register that i should talk to them. since weh have never really had any options to avoid combat with anyone who wanted to fight us.. except the LP, if your willing to sell them a kidney. might want to consider a new part for the tutorial. as well as has been sugested before. either forcing you to make a choice before combat. and or also flashing lights... and different button colors.

/office space

like if we could get fireworks coming out of our monitors that would be great.

25
General Discussion / Re: Next patch
« on: December 15, 2018, 06:17:27 AM »
if history teaches us anything, its to not expect a patch for nearly a year. at least not in the sense of what a "patch" is for this game. something that ends up adding a TON of content. as well as bug fixes and all the other trimmings that come with normal patches.

26
General Discussion / Re: Getting rid of "Decivilized" colony status?
« on: December 15, 2018, 06:15:51 AM »
i always felt like it should be something you can get rid of. even if it means you have to get to a high level of population.. like a level 9 or 10 planet.. at that point with literal Billions of people on a planet is it really "decivilized" any more.

27
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.7.2
« on: December 13, 2018, 03:18:15 AM »
i just checked out the amount of work that is needed to get the mod up to a working condition... my lord. i for one will do my part when it gets there. your work will not go un appreciated and it will be part of my mod list.

28
Mods / Re: [0.9.0a] Unknown Skies v0.31 (2018/12/13)
« on: December 13, 2018, 02:57:50 AM »
i am assuming so... but will we have to restart to see changes.

29
not going to lie this is me trying to understand how since the colony needs less of a resource to produce a product that the colony makes lowers the demand for said product somehow. regardless of if that demand is local or global.
Spoiler
confused ,
[close]

edit:
this would also seem to mean that using a gamma AI in your colony is very much an edge case where im assuming that the penalty for not being able to import enough of a resource for production of a product is (much) larger than the amount you lose for using one in the first place. (which i still think is silly that its essentially a debuf to use one without said edge case.)

30
so, im trying to wrap my head around this..

colony imports less lets say item "A".. so the product its making... which is different from the item its importing lets say item "B". then gets cheaper on the market.. is that right.. did i read that right..

if thats right.. that seems really odd i need less A to make B... so B costs less (has lowered demand?) on the market.

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