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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - dk1332

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1
Mods / Re: [0.9.1a] Kiith Nabaal Shipyard 1.2 - Vaygr Destroyer
« on: November 04, 2019, 02:23:59 AM »
Haven't played HW2 for a while but weren't there like AA guns on the capitals? Like actual machine guns hidden inside the hull of the ships in HW2?

2
Mods / Re: [0.9.1a] Player Station Construction (v0.9.1)
« on: November 01, 2019, 10:08:08 PM »
It definitely does, as evident by the Settings.json, alas as to how it does, that is a mystery to me.

For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that's required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)

I agree with Sky Gaurdian, the stations are too expensive and will take a while to earn back what you spent. 10 million is more than enough to colonize a system with 9 planets or fund enough fleets to take over several core systems (in nex).


The reason building these stations is much more powerful than colonizing a regular planet is (1) they always have 100% hazard, (2) you can build them right next to other colonies, which results in a large number of defensive fleets in close proximity, making raids very unlikely to succeed.

That being said, I think you have a point and I will be lowering the costs greatly for the release.

stations are OP if they are treated the same as colonies. I have some few suggestions if you want.

-stations should have size cap, like 4-5 size at max. It starts at the lowest (1) rather than (3). Making it quite vulnerable at the start.
-stations can only have 2-3 industry slots and like the standard planet colonies are capped by the size. Thus, you can make a station into a dedicated industrial station or a military station.
-it also demands more supplies and crew, I think there's some vanilla market conditions that has this. This way, players can't spam lots of stations in a single system with out having the enough supply production needed.
-once reaching max size it will have a negative impact to the stability since it has reached it population limit, but in turn, more crew will be available for export.

I think those I suggested above have been posted by someone else in the suggestions section. Anyway, thats all I can think off.

3
Modding / Re: [0.9.1a] Missing ships mod
« on: October 27, 2019, 09:35:12 AM »
Hoh boi, thats one beauty of a ship.

Any plans to make the Atlas MK III a Hegemony auxiliary?  Also add a version number of the mod so people can track it better.

4
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v0.9)
« on: October 25, 2019, 04:39:12 PM »
Cool, I kinda hate it when you find a good system with no good planets to colonized. Gonna try this on my current run where for some reason 90% of the planets I've seen so far are dead rocks with the average hazard of 150%....and I'm pretty sure I set it to mix.

A couple of questions:
- Does this conflict with other terraforming mods?
- Will this have the ability to terraform toxic planets and Azure planets?
- Will this support Tart's unknown skies mod?

5
Mods / Re: [0.9.1a] Anvil Industries (V:0.3)
« on: October 14, 2019, 07:59:52 AM »
The chariot looks nice, wish the IBO mod was still alive so I can put MS on that badboy.

6
Modding / Re: [0.9.1a] Missing ships mod
« on: October 11, 2019, 08:22:54 AM »
I can wait, though I can't speak for the others

7
Mods / Re: [0.8.1a] LowTech Armada
« on: October 11, 2019, 12:03:43 AM »
Hey I tried downloading your mod and running it, but starsector crashed when it started up saying that LTA_moduleBarbican1_Gauss wasn't found, and I tracked it to LowTech Armada. I looked through the data of your mod, and I found a file with the same name. Do you know what may be the problem?

Its clear that you are using a mod made for 0.8.1a. Current version of the game is 0.9.1a. Most mods that aren't updated to this version are more likely to not work. If you have other mods that aren't updated, I highly suggest you remove them to save yourself and others from unnecessary headaches.

8
Modding / Re: [0.9.1a] Missing ships mod
« on: October 10, 2019, 11:31:03 PM »
Found a "bug" with the pirate Starliner. The front right medium mount has been set to small mount and cannot equip medium sized weapons.

9
General Discussion / Re: Can you edit faction relations?
« on: October 09, 2019, 08:11:14 PM »
In the console commands there should be a command setrelation or something. I rarely use it as I prefer to build a relation with a faction before starting my empire and watch everyone else burn or get annihilated by me once they point their guns on my direction.

If I'm not mistaken, the format of the command should be "Setrelation -insert faction 1- -insert faction 2- -relation points here (adding a negative will give them negative relation)-"

Ex. setrelation Player All -100. This will cause everyone even the remnants to hate you.

If it that command I gave you didn't work, you can try typing "Help all" to show you the list of commands for the correct one. Also, since you are using Nex, you can try doing covert prisoner reparations to increase your rep with a faction.

10
Mods / Re: [0.9.1a] Anvil Industries (V:0.2)
« on: October 09, 2019, 07:50:46 PM »
The ships looks good but some of them has some glaring areas where you can see what part of the ship was cut-off and another pasted over it. Especially the Voyager where you can still see a blurred left part and the engine part where you pasted the inverted Mora over a Tarsus/Condor. There is also the Convoy which is just....ugly. Same issue with the Voyager, since I can see that you added alot of different ships to build that thing. There's alot of blurred lines here and there.

The Ember and the Sheep Dog looks great since you used ship with identical colors. Making them look well together. The Bastion's sprite looks well done and clean even with different ships of different tech mashed up together since they are using proper colors and are cut cleanly.

I suggest you could make them a bit smoother or them give them a uniformed color. If you want to keep the coloring scheme of these ships, then there should be some sprites floating around in the sprite judgement thread where they have different colored ships cobbled up together and still look good. Try using those as reference.

11
General Discussion / Re: Trade/Piracy/Supply and Demand
« on: September 28, 2019, 03:09:19 PM »
wait, let me as some a couple of questions

-did the trade fleet finish loading their goods?
-did you destroy their cargo ships?

for the 1st, if yes, then you should have gotten some of their goods. Which depends on your scaving ability and your fleet's scaving ability (# of ships with salvage gantries).
if no, then there is no salvaged to be have since they are still loading their cargo.

For the 2nd one, if yes, then their goods should be in the vacuum of space waiting to be salvaged properly. If no, then there's your issue. You let the ships carrying the cargo get away.

Industry functions aren't completely hidden from the player. For example, harvested organs are wanted in colonies for "medical" purposes. The higher its population, the higher the demand. It's not like humans can grow another liver if they want to. Food is only needed when there is a shortage caused by different reasons (e.g spaceport disrupted, convoy raids). Usually, food is easily acquired by many colonies via "in faction supply" or are produced locally. There are shown in the "colony info" tab. You can access it via colony>market>press m. It should show you what does what (putting your mouse over the industry) and what needs what (a small window in the right where there are some item icons). You can also check of which markets needs more via pressing F1 when you mouse over an item.

Colony demands depends on what industry that colony has. Smaller colonies requires less since its industries are smaller. The bigger the size of the colony the more it will need. It doesn't really depends on the colony's tech level, but I may be wrong on that.

12
Bug Reports & Support / [0.9.1a] One of my planet admins controls 2 planets
« on: September 26, 2019, 05:24:27 PM »
So this happened in my current gameplay, I have 5 planets in my own faction. 4 of these were personally controlled by me and one was was under a planet admin I recruited. While exploring, I found a water world with a surprising 100% hazard and colonized it. Seeing that I already have 5 planets controlled, the new colony suffers from -1 stability. I later decided to transfer my planet admin to govern it for a while. When I opened my colony list, I noticed that she has control of two colonies. The planet admin has no skills on her so I'm pretty confused about it.

Wasn't able to replicate this with another admin.

13
So I was hunting a pirate station. Got rid of its guards and fought it solo. Now, after destroying it the station didn't give post battle loot. No biggie, its usually some common loot and supplies.

The biggest problem was the debris. I tried looting it to recover the supply costs but suddenly instead of the regular loot pop-up window, I got instead a message "Null" in the screen. Afterwards, I can't leave the screen even pressing the "Leave" Option. This never happened to me before.

14
General Discussion / Re: Memorable features from the past
« on: May 03, 2019, 02:08:50 AM »
Individual fighters. Man, I loved how a single Gemini and an assortment of fighters can take on a fleet of 20 Pirate ships.

15
Mods / Re: [0.9.0a] Diable Avionics 2.03 (2019/02/19)
« on: May 03, 2019, 02:05:46 AM »
The command for blueprints looks like this:
addspecial ship_bp <ship's ID here>
So for example:
addspecial ship_bp diableavionics_maelstrom - this is going to add Maelstrom's blueprint to your inventory
for guns:
addspecial weapon_bp diableavionics_glowtusk - this is going to add Glowtusk (the medium HE Diable weapon) to your inventory
for fighters:
addspecial wing_bp diableavionics_zephyr_wing - this is going to add Zephyr wing blueprint to your inventory
for industries (many industries are built-in on the markets and can't be built by the player):
addspecial industry_bp lionsguard - adds Lion's Guard industry blueprint to your inventory (but you can't build it on your markets as far as I know)

Sorry for the late reply, found out the cause of the blue prints not spawning individually if I'm using the console commands. The command itself is case sensitive so putting "Diableavionics_Maelstrom" instead of "diableavionics_maelstrom" will tell you that it doesn't exist.

Still damn, 7 years in game and lots of raids and still no Blue prints of the two. Did see one from Prism. Not sure if my luck is bad or not  ;D

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