Starsector mods
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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.
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Hullmods are modifications that can be made to a ship through the Refit Screen , at an Ordnance Point cost. They grant bonuses such as increased range and armor. Some hullmods are built into ship hulls and cannot be removed. Some hulls even have special mods unique to them. New hullmods can be obtained by using "modspecs" available in markets or found as loot.
Starsector 0. Fractal Softworks Forum. Please login or register. News: Starsector 0. Home Help Search Login Register. Author Topic: [0. Evolution 3. Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.
Starsector mods
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.
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This gives you more choice at the outset and ensures you see less frequent repeats of characters while playing the game. Note the "barren-bombarded" string identifier. Why it's vanilla-adjacent: Since this mod consists exclusively of new skins for existing low-tech ships, it falls very comfortably into vanilla-adjacency. 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. What's less great: Cabal vessels might seem garish to some, and their behaviour can be annoying. Please login or register. Why it's non-adjacent: It actually is, but the reason it's here on the non-adjacent list as well as the adjacent list is that VSP is integrated with Vayra's Sector, adding additional content when both mods are running. For one, the game is easier when using the vanilla-adjacent list than when using the non-adjacent one - better suited for a less experienced player who might very well have only played one campaign of vanilla Starsector before deciding to try out mods. And all this from one thread, all without having mostly to trawl every individual mod's thread. Stuff that makes the game harder and more flavorful: Better Deserved S-Mods build in s-mods get bonus stats or negative stats in case of heavy armor, counts for enemy special fleets too which usually have a lot of s-mods Exotica-Technologies-v1. Critically Important! Most of what it changes simply expand upon ideas already present to a greater or lesser degree in the base game, and what completely new features it does add mostly serve to support these expansions. Included in its diverse package are more varied results for investigating distress calls, a more extensive bounty system that allows any faction to be targeted for a bounty, not just pirates, special 'boss fight' bounties with unique variant hulls up for grabs that will be "auto-recovered" even if you could not normally recover them albeit with a plethora of d-mods , 'emergent' factions that are not a part of the game at the outset, but will spawn later and begin founding colonies or try to take them off the more established factions , and more advanced and punishing D-mods that contribute to early-game challenge. What's less great Specifically, let's make it add a custom ship to the game.
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No longer feel obliged to either leave combat to your AI buddies or have crappy salvaging and colonies for the entire game. The first thing you're going to need is a ship sprite. Moreover, as a small and insular polity largely isolated from the rest of the core, the small amount of lore-violating aspects that are present would not serve to significantly impact the existing balance of power, and can thus be overlooked. If you note that a mod of either of these two types was not included in my guide, rest assured this is entirely intentional and is in no way a commentary on the quality of those mods. It's a more aggressive playstyle than DME's skirmishers befitting the faction's hostile disposition , feeling less cushily comfortable, but potentially more rewarding in the hands of a talented pilot. In addition, not all mod factions currently utilize the Commissioned Crews mechanic, so if you do a lot of runs where you are commissioned with various mod factions, some of the it will be as if you don't have this mod installed at all as NPC fleets do not use the factional hullmods. What's great: The vanilla game suffers a bit of a lack of variety in terms of what you can discover while exploring. The experience is also rendered more challenging by the typically aggressive, warlike nature of the factions on this list, as at any moment you could suddenly find yourself on the losing end of a bloody conflict. Simply adds a couple of large, immobile, unarmed blocks that you can spawn into the simulator. Powered by SMF 2. Which mods are the most similar to vanilla? I'm going to trust you to read the hotkeys for that on your own. Critically Important!
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