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Messages - Grizzlyadamz

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1
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: February 05, 2022, 05:04:25 PM »
I"m attempting to spawn a lvl7 officer but not finding that. Is this possible?

Respec just points to null point. Considered possible spawning one in a derelict the way the game does but hit a dead end there.
You probably have to change the global setting for maximum spawned officer level. The level-7s you can find are actually generated at the start of the game, and there's only a specific number of them to be found.
Alternatively, just use allofficerskills (officernameornumber) on your favorite lieutenant to make them a spawn of Ares.

2
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: February 05, 2022, 04:55:55 PM »
Hello! I'm having trouble spawning blueprints from the seeker mod and monsieur Tartiflette doesn't know why off the top of his head.
The correct hull ID "SKR_cassowary" isn't "valid ship_bp data", (the other SKR hulls are also invalid), allblueprints is indicating it can't be unlocked, and I'm not seeing any no_drop tags in the files. I also went ahead and deleted the hide-from-codex tag, added rare_bp and set rarity to ,0.01, (instead of ,,) in amateurish attempts to get it recognized. No luck.

Any idea what could cause this?? I've also tried typos (and checked for them in ship_data.csv) to no avail.

3
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: February 05, 2022, 04:47:07 PM »
Quote
I have no idea why you can't spawn the blueprint.
:o well that's not good

-edit
Is anyone else able to spawn blueprints from this mod or is it just me?
Would be "addspecial ship_bp skr_cassowary" for example.

-edit
....it might have been an uppercase lowercase problem...

4
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: February 05, 2022, 02:26:26 PM »
Hello! I'm trying to get a copy of a Cassowary blueprint via lazywiz's command line mod, but I'm having a time of it. "SKR_cassowary" supposedly isn't valid ship_bp data, allblueprints is indicating it can't be unlocked, and I'm not seeing any no_drop tags in the files..
I'm guessing maybe there's some other special sauce at work that's meant keep these unique beauties from spawning bps in the wild??

5
Mods / Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
« on: February 01, 2022, 10:00:11 AM »
Legio eating the entire sector for breakfast while I'm busy with other things, Sindia is already long gone and Tri Tach isn't looking too healthy

You can also chop global invasion size down in the settings. Did that myself because major strongholds were still changing hands too frequently for my taste, even with extra defenses nex(?) option.

6
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: February 01, 2022, 09:37:39 AM »
You can do it via save-editing.

7
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 20, 2022, 08:23:37 AM »
Hm, I didn't think 90su would make as big of a difference to a knife-fighter as it seems to! (I forsook ITU in favor of UI on my loadouts)
But really, actually slotting an aggressive pilot into the test-armature was like night-and-day. Previously it wouldn't dive on a couple lashers (preferring whatever slightly-longer-range weapon was in the headslot, it seemed) & sometimes lost because of it, but with an aggro pilot it can eek out wins against the assault Eagle- which is where the humble flamer-Tempest falters.

In testing though, I noticed the Garegga was uniquely weak to the Falcon, or rather, its Ion Beams. Maybe because it's a larger target catching more hardflux, maybe because it's slower and staying in the beams longer, but it couldn't close the distance before being disabled.

8
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 19, 2022, 04:00:56 PM »
Thanks to the magic of save-editing and the cool ground-support ships in this cool mod, I now have a Phantom with a couple of gunboats it can deploy.
Many thanks!

9
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 19, 2022, 10:18:01 AM »
How do yall build your Gareggas?
I've gotten it to survive 2v1 frigate encounters but Sunders and Hammerheads are beyond its reach (literally) without [Unknown]/modded weaponry.
Which isn't the case for it's closest rival, the Tempest, which is both cheaper and can eat those destroyers for breakfast.
How do you Garegga?

10
Modding / Re: [0.95a] Truly Automated Ships v1.1.2
« on: January 19, 2022, 04:58:39 AM »
nstead, if automated ships really need to be balanced, I'd double their CR usage & halve their recovery speed, with full integration relieving that.
Do you mean "double their CP usage"? Because if that's the gase, I think that goes against the narrative of my mod (cores on ships making said ships more self-sufficient in terms of logistics). If  it wasn't a typo, then I'm not sure I get what you mean.
And about halving recovery speed, I think that would be a bit too boring. It's something that I might consider adding, but I think "time spent waiting" isn't something I want to mess with too much.
Naah I meant CR- so you could keep them at full readiness and they wouldn't cost any extra supplies just to have in the fleet, but to actually use them & deploy them they *do* cost extra...and have lower back-to-back-fights stamina...and take longer to recover. At least so long as the cores aren't integrated.
But uh, I like full integration so, feel free to ignore me lol ;)

11
Mods / Re: [0.95a] Diable Avionics 2.64rc1 (2021/12/11)
« on: January 16, 2022, 12:41:17 PM »
Oh oops, that's a vanilla thing, I have other places to look.
Spoilering to hide shame.
Spoiler
So, the Shear's Drive Field Stabilizer says it's cumulative with other DFS's...does that mean a 25-Shear fleet could cruise around at burn-45?
44 if you swap one out for a Dram?
Asking for a friend.
[close]

12
Modding / Re: [0.95a] Truly Automated Ships v1.1.2
« on: January 14, 2022, 12:42:41 PM »
Thanks for making this!

Personally, I'm in the camp that automated ships shouldn't be more expensive to maintain than organic-crewed ships that actually need regular food & *supplies*. Toiletries, bubblegum, air, etc. Drones just need parts and metal, same as a regular ship with no extra organic stuff on top.
Instead, if automated ships really need to be balanced, I'd double their CR usage & halve their recovery speed, with full integration relieving that. Explain it as a hiccup in the automated repair infrastructure due to keeping the core modular, and the difficulty human crews have when servicing a ship clearly designed to be self-sufficient.

Frankly though, I'm just glad I can actually field my small drone wing at all now- the multiplier applied when attaching AI cores took me completely off-guard and turned my 52dp 1 light cruiser 1 destroyer and 3 frigate mop-up crew into a 172dp nightmare. That's *WAY* overtuned imo. Basically precludes putting an alpha into anything bigger than a frigate, and where's the fun in that?!

13
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 12, 2022, 12:50:37 PM »
This mod is extremely cool, thanks for sharing!

14
Modding / Re: No fighters that grant 'ground support'?
« on: January 12, 2022, 12:39:56 PM »
Ha, I just found one of those yesterday!

Between them and Arma, I'm extremely happy about being able to load genuine ground-support craft into my ground-support vessels!  ;D

15
Mods / Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
« on: January 10, 2022, 06:03:17 AM »
snip
That's not a manually trigger-able thing, it occurs on taking enough damage in a short period of time.
Lostech ships also have a few neat tricks up their sleeves, which imo are more than sufficient compensation for the very narrow shield arc.
I noticed the...durability effect as well. I'm beginning to believe the rumors.

is there a way to force the derelict spawns with sector generation? i've checked my last couple of games with commands but no nirvanna class spawns only, i've read somewhere it's not guaranteed for the lostech derelicts to spawn?

If that's true, you could use a command to spawn one- maybe do an IRL coin-flip (except with a d100 perhaps) for it every 30 light years traveled in-game? Grab a 13-burn exploration frigate and go 'hunting' on the fringe!

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