starsector mods

Starsector mods

Starsector 0. Fractal Softworks Forum. Please login or register.

Starsector 0. Fractal Softworks Forum. Please login or register. News: Starsector 0. Home Help Search Login Register. Subject Started by Replies Views Last post Misc modding questions that are too minor to warrant their own thread « 1 2

Starsector mods

Starsector 0. Fractal Softworks Forum. Please login or register. News: Starsector 0. Home Help Search Login Register. Author Topic: [0. Aptly Simple Hullmods 1. The hullmods are balanced based on my experience with vanilla and modded starsector playthroughs. S-mod effects only give a slight increase in power or defense to keep it balance. My Mods:. Congrats on release! I'm not exactly an expert on balance, but that one: Quote. Audax Commander Posts: Harmful Mechanic Admiral Posts: On break.

More expensive hullmods have penalties starsector mods cheaper hullmods have bonuses. Combat hullmods are simple enough to allow changes in build to a certain degree. Maximized Drive Field Enhances the ship's drive field to its maximum capabilities, increasing the max burn level by 3 but increases the fuel used per lightyear by a factor of 2, starsector mods.

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Like most open-world games made by indie studios, Starsector is a very easy game for its users to mod. More Ship Names is a mod for the game Starsector that adds over 7, new ship names to the game. Scy Nation is a content mod for Starsector that introduces a new faction to the game: the Scyans. The Scyans are survival-driven people who have been forced to compromise their principles in order to survive in the Sector. They are speedy fighters but fragile when caught, and they will stop at nothing to achieve their goals. The Legacy of Arkgneisis mod for Starsector introduces the Anarakis Reparations Society , an informal collective of shifty mercs flying weak ships built to avoid fair fights and exploit unfair ones. Their ships are often adorned with bright colors and eye-catching designs, which serve as a warning to their enemies that they are not to be trifled with.

Starsector mods

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C train schedule times

In fact, let's test that before we do anything else -- just to make sure we haven't mucked anything up. If you did everything correctly so far, it should print the above message and the ship will be added to your fleet. Author Topic: [0. Total Conversions: These mods drastically change how the game looks and plays, and are incompatible with other mods with the exception of library and utility mods. StarAge ; import com. The faction itself has quite a bit of lore and even a unique trade good one that, unlike most other modded trade goods, is actually produced and demanded by industries and unique colony buildings to discover, and being one of the more powerful mod factions on the campaign map they make a worthy alternative for those seeking other natively strong factions besides the Hegemony and Persean League to be commissioned with. The conflict between prv and Rust Belt is ripe for a neutral player to leverage for profit. The Luddic Path skins are, sadly, rarely seen when using this modlist, as Luddic Path fleets are rarely fought. What's great: Through a bar event, the Combine offers players who have a good relationship with the Independents access to the locations of technology caches containing blueprints for ships and weapons your colonies will be able to build. Yunru's Mod Megathread. The shield circle should completely encompass the fighter sprite and ideally some room behind it, for engine flares and fall entirely within the collision circle. As for Mayasura's ships, as we know from the Mairaath mission in the base game, the Mayasuran navy was a heavy user of midline starships even before they joined the Persean League.

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This one has a few more important lines - the 'id' and sprite paths have to match of course, but notably you also have to make sure you've changed the 'projectileSpecId' to point to the id of the. Home Help Search Login Register. Kadur is also a bit, for want of a better word, "memey". Also functions as a curated list suitable for a subsequent modded playthrough. They represent two very different schools of thought when it comes to how best to accomplish this, with Underworld opting for a more seamless approach with ships that seem like they could've been sourced the same way as existing pirate ships, while Tahlan opts to more directly ratchet up the level of danger pirates represent by giving them "fleet standard" vessels they couldn't ordinarily source. Why the hell not!? Your ships current flux infrastructure and OP are displayed in the top left corner. Powered by SMF 2. Versions in red are very unlikely to function correctly. Right now it's just a comprehensive tutorial on creating a custom ship, but I plan to expand it greatly over time. Beyond how it fixes pirates, Tahlan also adds the Legio Infernalis as a sort of "boss" faction, with powerful colonies but starting off inhospitable and on the brink of war to almost everyone. Why it's non-adjacent: Mayasura is essentially a "what if?

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