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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

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Messages - Phoenix

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1
Mods / Re: [0.9.1a] HullMod Expansion Pack [4.5a] (NEW Subsystems)
« on: April 02, 2020, 07:35:55 AM »
what does "total action speed" mean exactly from the sigma subsystem?
It doesn't work like regular modifiers that boosts rate of fire or moment speed, instead of accelerates the time flow of the ship by said amount, so things like your ship system reload speed also increases, also the cooldown of all active hullmods becomes shorter, ofc that's alongside normal improvements like speed, rate of fire and dissipation rate.

2
Uhhhh, i got 1 question, i had your mod for like 3 months, never found the Wurgandal once in my 1k hours of gameplay so i decided to spawn it using a command code, i was surprised with how "shet" it was, i can literally do 10 times more efforts with a Paragon equipped with random weapons, consider some serious rework of the ship as it's completely useless outside of planetary support.

3
Mods / Re: [0.9.1a] HullMod Expansion Pack [4.5a] (NEW Subsystems)
« on: March 20, 2020, 05:06:58 AM »
I think "sustained operation" might better work as a better/different "hardened subsystems" where it reduces max CR by 20% or so but quadruples the time a ship can run.
The hullmod is made to be equipped on exploration ships that you don't usually deploy in battle, it's made for early game exploration.
however your idea is great for a new hullmod concept :)

4
Mods / Re: [0.9.1a] HullMod Expansion Pack [4.5a] (NEW Subsystems)
« on: March 19, 2020, 11:38:23 PM »
The first ship design i used was marked as "free to use for non-commercial projects" but then we found out that it was stolen and being redistributed on a junk website, and despite the fact that i do have legal ownership for one of the ships (which i bought and licensed) the rest of the ships were being used based on "non-commercial" License which could be also stolen and can get me in trouble like the first one, so i just decided to remove all the ships until i find a decent ship pack for sale on a trusted website, or a modder who is willing to take commission for making ships for this mod.

5
Mods / Re: [0.9.1a] HullMod Expansion Pack [4.5] (NEW Subsystems)
« on: March 19, 2020, 06:00:30 PM »
Ok i found the problem, hot-fix coming!

6
Mods / Re: [0.9.1a] HullMod Expansion Pack [4.5] (NEW Subsystems)
« on: March 18, 2020, 09:39:45 AM »
I noticed a couple of typos in the descriptions:
Spoiler
Red matrix: [...] which was very complicated [...]
I think that something like "too" would be more syntactically correct
Sigma subsistem: [...] takes -50% less damage [...]
Written as it is one could interpret it as saying "i take 50% more damage either way", i'd suggest removing the "-" for clarity
[close]

As for the rest, good work!
Noted!

7
Mods / Re: [0.9.1a] HullMod Expansion Pack [4.5] (NEW Subsystems)
« on: March 18, 2020, 03:26:09 AM »
NEW UPDATE

8
Mods / Re: [0.9.1a] HullMod Expansion Pack [4.4]
« on: March 09, 2020, 03:18:51 PM »
sadly, i already looted 2 orbital habitats 2 battle stations and 1 mining station and nothing, not evena  common bp.
1_Orbital habitats don't drop any blueprints
2_simply destroying any amount of battle stations won't drop anything, it's the colony that you have to raid or invade to drop something.
3_mining stations primarily drops expensive components like the one used in your colony industries, their chance to drop additional blueprints isn't guaranteed.

-what you are looking for is "Research Stations", they have 100% drop chance for 1 Hullmod minimum, up to 5 with maxed pilot skill.

-Raiding other factions drops said faction owned Hullmods, however it won't drop any rare or Legendary one.

9
Mods / Re: [0.9.1a] HullMod Expansion Pack [4.4]
« on: March 08, 2020, 05:02:32 PM »
so uh i got a little problem lad, i cant find rare-legendary mods anywhere, i even used console commands to find em and no clue
they are not hidden and can be spawned with console commands using their id.
however that's not intended that's why it's not recommended, instead try to find the hullmods from exploration, abandoned stations have 100% chance to drop at least 1 hullmod that you haven't unlocked already.

10
Mods / Re: [0.9.1a] HullMod Expansion Pack [4.4]
« on: March 07, 2020, 07:55:16 PM »
Could you add a compatibility section to the Q&A in the OP?
The mod is compatible with all versions of the game, it's just that using v4.4+ of the mod on a gamesave that had 4.3 or lower will brick it.

11
Mods / Re: [0.9.1a] HullMod Expansion Pack [4.4]
« on: March 06, 2020, 05:37:23 PM »
Oh, also, a more specific version of an above question: If I don't actually HAVE the mod (new computer, old hard drive went kapootie on me) does it still require a new game?
That note was only meant for those who are using an older version of this mod on an already existing game save, the new update would brick their save so it's recommended that they wait on update until they want to start a new game.
For anyone who never had this mod running on previous (or) current game save, you can easily integrate it into one without any issue.

12
Mods / Re: [0.9.1a] HullMod Expansion Pack [4.4]
« on: March 06, 2020, 11:57:55 AM »
Will the targeting ultracomputer hullmod make a return in one form or another?
Although i didn't want to spoil it but the next update will see a comeback for the "Upgrade hullmods", and no i didn't mean "upgrad(ed) Hullmods" they are 2 different things.
soon you will have the ability to find 3 different subsystem upgrades each offering their own unique enhancements to already installed hullmods, you can only install 1 on your ship at any given time, and supposedly one of them can improve the normal version of Weapon Control Supercomputer into it's "Ultra" Version :)

13
Mods / Re: [0.9.1a] HullMod Expansion Pack [4.4]
« on: March 01, 2020, 04:24:16 PM »
FINALLY IT HAS RETURNED!!!!
I was gone for 4 wks and was wondering what mod I was missing on my new computer
I cant build a proper full Armor Ship without your nanites
Also does this require new game?
Yes a new game is required.
the independent version doesn't work if you try to run it with the previous one.

14
Mods / Re: [0.9.1a] HullMod Expansion Pack [4.4]
« on: March 01, 2020, 01:41:31 PM »
Although what happened kinda killed my passion for the game, i can't say i disagree with you, going over past issues won't bring any good, i guess we will just forget about it and move on.

15
Mods / Re: [0.9.1a] HullMod Expansion Pack [4.4]
« on: March 01, 2020, 12:19:14 PM »
Reserved*

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