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Messages - Gilgamesh

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On another save, I found out that the topography item is extremely useful to get to far systems so I end up not selling it now. My only problem right now with this + nexerelin is that other factions end up colonizing the systems I want since it takes so much longer to figure out the logistics and scout systems for colonization. My scout-to-fuel ratio is like 4 systems before I have to go back to the core worlds. Before this mod, I would have been able to scout 15+ systems instead.
You might already know about this, but if you go into the mod settings for nexerelin(with LunaLib), within the "Fleets and battles" tab, there are two settings you may find useful.
"Colony expedition interval" and "Colony expedition only after player colony"
This helped me balance nexerelin fraction colonization for my playstyle, since I like to explore and do allot of other things before I establish my first colony.

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Mods / Re: [0.96a] FuzzyPack - small ship and weapons pack
« on: December 21, 2023, 03:41:53 PM »
I noticed what looks to be an oversight.
The Sword (previously Dauntless) class destroyer has had it's phase lance built ins removed but the standard variant still comes with the Advanced Optics hull mod.

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Is anyone else having an issue with their chips disappearing after salvaging them? They aren't going into the exotica crate either. After I fight a fleet with Exotica techs on them, I am able to salvage them fine, but they then disappear right after. They don't show up in my inventory or the Exotica crate after I salvage the chips.
Yeah, I think the crate might be bugged because when I put stuff into it, it disappears. I noticed it after all the exotics I had in my inventory disappeared and when I checked my crate nothing was in it. Then I bought some new ones and manually moved them into my crate, only to see that the crate was still empty afterwards. I might test it out with all other mods deactivated later to see if it's a conflict or something.

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Modding / Re: [0.96a] ElvenSector 0.1.0
« on: July 04, 2023, 01:13:42 PM »
That is not part of what i want this mod to be, but I have been receiving many requests, so in the future I may add a drag-n-drop add-on portrait pack for people who do want that.
That sounds like a good compromise, but I'm not going to be upset if you never make any.
Your doing this for free and for your own enjoyment after all.

That said, you got some good variation with the current set of portraits considering they are prompt generated. Having a bunch of different skin tones and hair colors really help.
Also the shiny brass automatons look really cool.

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Modding / Re: [0.96a] ElvenSector 0.1.0
« on: July 03, 2023, 03:01:22 PM »
Surprised that it took this long to get space an elves mod, perhaps starsector modding is reaching a critical mass.

Just one question, no elven femboys?

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These are great and I'm really happy to finally see these ships in game!

I did spot what looks to be a typo though. The Poltergeist has 10,000 armor!  ;D ;D ;D
I think there may be one zero too many, was funny seeing how much of a damage sponge it was with my whole fleet wailing on it though.

Other than this I haven't spotted any other issues and it was simple enough to lower the armor value myself.

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Mods / Re: [0.95.1a] Officer Extension (0.4.3)
« on: March 22, 2023, 05:44:55 PM »
I think this is borked on officer promotion, it's listed as x/<whatever your current limit is>, and you can't promote

Looking in the javadocs here https://fractalsoftworks.com/starfarer.api/com/fs/starfarer/api/impl/campaign/intel/PromoteOfficerIntel.html how would you override the check and re-enable the button?

Sorry, new here and my java's rusty

I ran into an issue that may be related to this where I couldn't promote captains after I got to level 40 with this mod and the mod "A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.1" activated. It seems I was able to resolve it after deactivating another mod called "Quality Captains: A Skill Rework v1.1.1". I think that the issue was some sort of unique interaction between three mods as when I had just "Officer Extension" activated and gave myself max levels, I was still able to promote captains and no issue when I reactivated A New Level.

I will post if the issue comes back as it's not like I was testing thoroughly here so I may have missed something.

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Modding / Re: Input re: loot mod
« on: November 01, 2022, 09:14:25 AM »
Expanding on some of the great suggestions by Amoebka and connortron7.

An item that increases burn level of the fleet for a few days
Fuel additive that increases burn level but causes increased supply usage due to engine wear. Make is some sort of Domain hyper fuel or something that could only be produced in specialized facilities in the Domain core worlds and at great cost. Very rare and valuable.

An item that spawns a slipstream-generating ghost in hyperspace
This would be great as some sort of omega related item so it's not really known how it works. Probably brakes some of the rules of physics.

An item that makes the fleet immune to damaging terrain for a few days
Special ship coating that is able to absorbed high levels of space radiation. Not typically used due to both it's cost, how fast it degrades to just the background radiation of space, and how extremally toxic it is making spraying all over a ship a then washing the ship down again afterwards just to be safe a hazardous process.

An item that makes the fleet sensor signature smaller for a few days
Phase Field Generator much like you will find on phase ships but tuned to help hide ships grouped close together. Reduces sensor signature but also prevents ships from using sustained/emergency burn. The generator burns itself out after it's used.

An item that reveals all sensor-visible objects in the current system
Overcharged Sensor Burst Array. A sensor array built to generate a gigantic sensor burst. Even though the fleets sensors are all turned off during the initial burst, some always manage to get damaged so using it consumes some supplied based on fleet size. Will damaged relations the same way an interdiction pulse does if other fractions fleets in the same system it is used in. They do not appreciate being blinded, having their sensors damaged, and maritime trade effectively being stopped for a short time. Perhaps make it an illegal item due to how it can be used on populated systems.

An item that lets you transverse jump once without the ability
idk

An item that randomly removes some d-mods from a ship
Remnants/Derelict repair bots. Automated ships can't support crew, but they do have drones inside of them that crawls through the cramped interiors to maintain and repair them. Illegal due to needing at least a gamma ai core being to control them. Another issue is hacking into their OS, which is heavily protected to prevent them being turned against the very ship they are supposed to be working on. As such, the methods needed to use them tend to also damage them. Alongside having no way of producing more, once they have been reprogramed and sent to repair a ship back to it's blueprint specifications, they will work till they fall apart and or mangled code fries their circulatory.

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Modding / Re: [0.95a] Long Atlas 1.2 | Now with longified MK.2
« on: May 21, 2021, 09:53:34 PM »
Yeah, I'm also having trouble downloading the mods. Getting "not found" on a blank white web page.
You guys need to right-click the download link and 'save as'. stop left-clicking it...

Yeah, still doesn't work. Wonder if it's just an IP thing.

[attachment deleted by admin]

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Modding / Re: [0.95a] Long Atlas 1.2 | Now with longified MK.2
« on: May 21, 2021, 05:36:11 PM »
Yeah, I'm also having trouble downloading the mods. Getting "not found" on a blank white web page.

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Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
« on: November 18, 2014, 05:46:44 PM »
I have answers!

The load-game memory usage is high for the following reasons:
1. Mods add more fleets.  You can easily double the number of fleets by using SS+ and all its integrated mods.
2. Templars cause more fleets to die; more fleets will despawn, get killed off, etc.  Normally, this isn't an issue, but it leads to...
3. Dead/despawned fleets remain in the save file for a long time.  If more fleets get killed, the save file will get bigger because the dead fleets will stay in there for a period of time.
4. SS+'s random variants are saved.  If you have 700 fleets (not that uncommon with a bunch of mods), that's thousands of variants being stored in the save file.
5. All stellar objects are saved.  Including asteroids, which there can be thousands of.
6. The current save/load code is unoptimized.

Alex has implemented many optimizations for the next version of Starsector; the memory use (and iirc even space use) for saves should be roughly halved.  In addition, 5-10% of the save will be shaved off due to despawned fleets being scrubbed more efficiently; this number is closer to 15%-25% in SS+ with lots of mods.  Overall, this will drop your save/load memory requirements to about 40% of what they currently are; if you had to use 6 GB to load previously, you'll be fine with only 3 GB after the next update.

Hehe, or at least until modders take advantage of the freed up memory usage. You and others have already stretched what the engine is capable of.

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Modding / Re: Vanilla Ship Kitbash Expansion Pack AKA shippack
« on: April 08, 2014, 12:50:36 PM »
The ones that I consider the best are the Sentinel, Nebula, Hunter, Hailer, Viper for the Frigates, 
and the Hellhound, Magellan, Crow, Blackbird, Heron, Bullfrog, Buffalo 4, Osprey, Baxter, and Raven for the Destroyers.
These look like they fit the most and also look good.
The supercapitals just look like fun, though a bit messy.
Over all this is really good for a vanilla kitbash.

Also I think your missing a name for one of the cruisers. There are six cruisers but only five names.

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Mods / Re: [0.6.2a] The Qualljom Society v0.60
« on: February 16, 2014, 12:18:42 PM »
Nice to see this mod come back. I've always been itching to mount these weapons. Really looking forward to seeing this mod come into it's own.

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UomozSector/sounds/BR/fx/Void    Listen if you dare. If these sound files are implemented, then I will truly fear the Void Beasts.

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Modding / Re: The Instrumentality [WIP]
« on: November 26, 2013, 09:30:16 PM »
There are already a few AI fraction centered mods out there. Zorg, Bushi, and the Nexus mini fraction. What they all have in common is a “destroy all organics” complex. It's refreshing to see a mod that introduces an AI  fraction (well, close enough) that's not out to kill everything. Good luck with the Mod!

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