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Messages - RandomnessInc

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1
Mods / Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
« on: October 21, 2023, 11:08:37 AM »
Could you make it so the hacked missile autoforge can be put on any ship reguardless of missile slots? I want to put it on a multi section ship, but theres no missiles on the core module, and theres a ton on the other modules.

2
Mods / Re: [0.95.1a] Domain Drones+
« on: January 19, 2023, 06:55:57 AM »
deleted

3
Suggestions / Chain of Command
« on: January 10, 2022, 10:08:55 AM »
I was thinking about this recently. What if the game has a chain of command for ship officers? For example, once an officer reaches level 5, they become a commander, gaining a special trait that determines how many officers he can have under his command. Those officers would not count towards your officer cap, but theirs instead. Perhaps once officers become a commander, they can now level up further, gaining traits that effect their command abilities and the combat effectiveness of all ships under their command. This could introduce some fun things regarding bonuses to specific ship classes and such to incentivize having a commander command the same kind of ships.

As a side note not necessarily related, adding some skills to make it so its worthwhile having an officer on a non combat vessel would be also cool.

4
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v2.0.0)
« on: November 15, 2019, 03:56:21 PM »
It was a randomly generated system, and i was "orbiting" around it, it said "holding station at xxx"

This was also happening with another planet in the same system that was far away from the other two.

5
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v2.0.0)
« on: November 15, 2019, 03:14:11 PM »

6
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v2.0.0)
« on: November 15, 2019, 01:33:06 PM »
The EUTECK isn't working on some planets for me, it says I need to be in orbit, even though I am in orbit and I own it.

7
Modding / Re: [0.9.1] Azur Lane Portrait Packs
« on: November 14, 2019, 02:15:28 PM »
I literally though about an Azur Lane portrait pack yesterday.

8
Bug Reports & Support (modded) / load crash
« on: January 27, 2019, 07:58:27 AM »
For some reason when i back out to the main menu and try to load a save the game crashes, but it loads perfectly fine when i restart the game.

551559 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Degenerate_6975134389957868108\descriptor.xml]
551627 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
551627 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
553971 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\saves\save_Degenerate_6975134389957868108...
553977 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 1
553978 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 2
553978 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 3
554087 [Thread-14] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading progress: 0.0

This was the last bit of the log (i think)

9
Mods / Re: [0.8.1a] Red (0.6.1) and Blue (0.2) Mod - April 7, 2018
« on: April 09, 2018, 07:21:37 AM »
Good to see this back, I was worrying that it was dead, and the Blue are out, which is welcome addition.

10
Mods / Re: [0.8.1a] Mayasuran Navy 8.0.3
« on: March 21, 2018, 11:48:58 AM »
Ah ok  :)

11
Mods / Re: [0.8.1a] Mayasuran Navy 8.0.3
« on: March 20, 2018, 11:09:04 AM »
Is there nexralen compatibility?

12
Mods / Re: [0.8.1a] Fringe Defence Syndicate v0.1.1 WIP (2018/03/13)
« on: March 16, 2018, 11:00:44 AM »
Is this nexralin compatable?

13
General Discussion / Re: What factions are you going to form?
« on: January 17, 2018, 11:56:01 AM »
Accessing known information about the Excalibur Corporation.

An unknown newcomer to the sector specializing in extremely high tech material.

Their ideals are interesting, while extreme xenophobia usually leads to a sort of dictatorship in which there is many inequalities in one society, they show the opposite. What they show is what can only be called a, “communist utopia”, Everyone seems to be extravagantly wealthy and live a life of leisure and comfort while wanting to purge most other forms of intelligent life.

We currently have no actual idea what they look like as they seem to be shapeshifters, though our spies have said a few time that their true form seems to be humanoid in nature.

Their navy is the most technologically advanced and hardest to understand in the galaxy, rivaling the complexity and strength of the Knights Templar, which is worrying to say the very least.

Frigates are known to be impossible fast, to the point in which conventional lawn of physics can not apply, which seems to be a regular occurance with these people; they are also quite well armed and have incredibly strong and efficient shields, though thier armor is sub-par.

Fighters vary, some are very small and some are huge, with a varying array of weapons, their fighters are some of the best in the sector.

We have also witnessed some of the small, extremely fast frigates dock with carriers, operating more like fighters.

Something interesting that we discovered is that they did not have any larger ship classes when they arrived in the sector. Some of the first ships larger than frigates they wielded were hacked and modified remnant ships.
Usually they just do minor modifications, though recently we noticed that they have produced some of their first destroyers that are unique or heavily modified remnants, they seem to be based on the fulgent but with increased speed, maneuverability, shields, and flux performance, not to mention the addition of a large universal weapon mount replacing three of the front mounts.

Some of their first cruisers were based on the brilliant. Their first unique cruisers were not based on the brilliant, they were completely unique, they held the expected characteristics of the corporation, excellent speed, maneuverability, armnent, shield handling, and flux handling.

Now, we have very little information about their capital ships, but here’s what we got.
They are large behemoths that are known to completely devastate entire fleets single handedly, though that is unlikely, they have extremely large hangars that launch swarms of fighters.

We have recently learned that they are nomadic, they do not have a home planet, instead they have a mothership. Only few people have seen this true behemoth, it has built in supercapital level shipyards which produce the entire corporation navy. When I mean huge, I mean huge, its around the size of... well the best comparison is to a myth, this myth as about an Oculan supercapital which was deemed the “wrecktangle” by adventurers that claimed to have seen it, the corporation mothership is about the same length... but triple its width. Its power is immense, its what brought the Knights Templar to their knees.

It was cycle 546, relations with the Knights Templar had been improving since a Templar civil war that brought a new, less xenophobic ruler, all of a sudden the mothership jumped in.

The Antioch defense fleet, counting 50 archbishops, over 100 paladins, hundreds of crusaders, and uncountable amounts of jesuits and martyrs, all wiped out by the mothership and its escort fleet, that was the first world they hit...


14
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.5.0
« on: January 12, 2018, 06:26:53 AM »
Could you make a patch that lets us capture the new-ish redacted ships?

15
(Exited but late reply)

WOO, watch out galaxy, the ECNV Prometheus has returned! (Red version of PACK battleship, cant recall the name)

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