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News:

Starsector 0.95a is out! (03/26/21)

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 1 
 on: Today at 10:12:46 PM 
Started by Kentington - Last post by Dostya
Followup: Apparently the dorito systems with several fleets of doritos don't generate them with the usual no retreat tag so I got to enjoy the entirely new experience of pursuing one.

 2 
 on: Today at 10:05:31 PM 
Started by Tartiflette - Last post by QuinnDexter
Hi mate,

I really like most of the ships in this mod. Except for the one in this screenshot:



I don't know if it's the gray coloration or something with the details/shadows, but it immediately stands out as something that was modded in, which is not the case for most of the other ships, which blend in better with starsector's style. Otherwise, nice ships!

 3 
 on: Today at 09:23:44 PM 
Started by Tartiflette - Last post by Histidine
Out of curiosity how are you supposed to find the Plauge ships?  Is it just blind luck finding them while out exploring?  or is there a quest I've never found that leads to them?
The ones I've found are all in visibly suspicious star systems (not part of a constellation).

 4 
 on: Today at 09:15:37 PM 
Started by Dal - Last post by PeepingPeacock
Feedback after playing around a day with a new mandatory mod, was very surprised to find out every single skill was changed!
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I can't thank you enough for bringing back the d-mod skills, what a wonderful mod! Thank you again for making and sharing it!

Hi! Thanks for the kind words and feedback. If you're having issues customizing the skills, have you made sure you swapped the toggles at the top of the settings file? I'll add some more explicit info about that with the next update.



I have the big dumb, thanks. Only change I've made so far is setting the D-mod penalty reduction to 50% for ease of computing and for the good old days.

 5 
 on: Today at 09:00:25 PM 
Started by Dal - Last post by IonDragonX
I don't think you wuite understod what I said there, He removed the +1 burn from I1L(Bulk Transport) and added it to L1R(Auxiliary Support)
I get what you mean. Put it back on Bulk Transport L1R.
Actually, if it was possible for either Bulk Transport or Auxiliary Support to trigger the +1, I'd be happy with that.

 6 
 on: Today at 08:22:36 PM 
Started by Dal - Last post by Dal
Feedback after playing around a day with a new mandatory mod, was very surprised to find out every single skill was changed!
-
I can't thank you enough for bringing back the d-mod skills, what a wonderful mod! Thank you again for making and sharing it!

Hi! Thanks for the kind words and feedback. If you're having issues customizing the skills, have you made sure you swapped the toggles at the top of the settings file? I'll add some more explicit info about that with the next update.

 7 
 on: Today at 08:19:21 PM 
Started by Kentington - Last post by Dostya
So, funny story, I ran into the random planet encounter where you can give a population a hundred supplies and machinery to create a new Independent colony and out of the goodness of my heart I went and did it. Then I went and bought and sold stuff from their market and because I was a super bleeding heart I even activated the in-system comm-relay for them in the hopes that there were other polities nearby that would hear them. So I got home and all the planets had negative a bajillion accessibility for, in retrospect, bloody obvious reasons. I reloaded the save and all was well again, but it was a good lol of a bug.

 8 
 on: Today at 07:59:54 PM 
Started by Dal - Last post by PeepingPeacock
Feedback after playing around a day with a new mandatory mod, was very surprised to find out every single skill was changed!

I love that DP limits have been more or less removed across the board, way too complicated and poorly implemented in the base game. Auxiliary support would never give you the full bonus and it was impossible to work out the bonus without just looking at the skill once you had gotten it. Glad that mess has been done away with.

Makes sense to keep the DP limit on automated ships because it has to be otherwise one can break the game in half by running a fleet of Radiants. The cargo limit on bulk transfer is still there and considering how it was nerfed by 20%, lost the burn bonus and competes with every other perk now I'm not sure that it still warrants having that limit. Adding something fun onto it like a reduction in tariff prices similar to Dynamic Tariffs would add something new and make it a nice skill for building faction relationships through trade without getting hit in the wallet as bad as you normally would.

Special modifications having the story point rebate is fantastic, I thought it was strange that not even the most directly related skill to story points did anything about them. An entire new aspect of the game that the skill system does not interact with at all seemed like a big missed opportunity. Great addition.

Skill numbers are static and don't change with settings, this is fine considering anyone making any changes is going to know what they did but derelict contingent's 20% flux dissipation bonus on shield-shunted ships is actually 15% in the files by default.

Field repairs would be nice with a toggle but locking it behind elite does more or less the same thing so thank you for fixing that synergy issue with DC.

Colony management is still a scam skill that exists to trick people who don't know about alpha cores, every other colony skill at least does something that a core can't do except for this one.
It does basically the same thing as officer training but its not a permanent skill like officer training is because it sucks.
By the time you have 4 fully running colonys the game is already won or money is no longer a concern, its not even a hard cap and its possible to live with a light stability penalty especially now that 5 stability is the cut-off for extra income.

If I may make a suggestion,
Spoiler
I'd make it a permanent skill and change what it does entirely add a bonus to the maximum number of contacts (3?), increases the number of missions (1-2?) and increase the payouts (50% at high relations?) you receive from your contacts. Its still someone thematic to have better business sense and ability to keep in touch with people in high places when you level your planetary management skill, and its way more interesting than a skill that gets obsoleted by a farm-able item. I'm surprised there is not already a skill that impacts contacts, seems like another missed opportunity.

If a skill is just going to open settings.json and change things in it, it would be better to have it change something fun that can't be done elsewhere.


I think adding that would make for a really cool perk that makes a noticeable difference on how the game is played. Sort of like how ground operations let you play a different game of never paying for supplies and just raiding for them easily instead. By making it permanent and only boosting income at higher relations its not a skill that can be cheese'd for a faster start and then reassigned away after pocketing the extra money.
[close]

I can't thank you enough for bringing back the d-mod skills, what a wonderful mod! Thank you again for making and sharing it!

 9 
 on: Today at 07:43:43 PM 
Started by stormbringer951 - Last post by Kaelum
Could you put the other commands (those for deletion of logs and such) on the page?

 10 
 on: Today at 07:33:23 PM 
Started by LoneWolf - Last post by LoneWolf
Oic, and yes haha it was food shortages which is what I some how remember. My mistake to assume that dinosaur systems need not apply when talking about half decade later builds.

I look forward to what you'll do with that placeholder regardless.

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