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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Darkspire91

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1
Mods / Re: [0.96a] prv Starworks v26.4 (2023-05-07)
« on: May 17, 2023, 06:32:43 PM »
Very likely. Which means there's something that'll show up in a station that'll crash my game out of nowhere, like a mine in waiting. Joy.

2
Mods / Re: [0.96a] prv Starworks v26.4 (2023-05-07)
« on: May 17, 2023, 12:23:28 PM »
Game crashed when I interacted with a research station in an Agni populated system. This doesn't happen with other research stations throughout the game, so I have to assume it has something to do with the Agni being there.

3
No dice. Traverser "updated" but missing from the list, but Goathead's not but is still visible. Also, Goathead's missing the second mod_info file for some reason.

4
I tried changing the game version from .95 to .96 in the mod_info file, which is a halfway measure until a real update comes along. Before making the change the mod will show up in red on the list and isn't possible to pick. But when I change the game version the mod just disappears from the list entirely.

The same happens with Transverser and Gensoukyou but with the English mods the method works. I assume changing the game version doesn't work with Chinese mods for some reason?

5
Mods / Re: [0.96a] Console Commands v2023.05.05
« on: May 11, 2023, 07:20:18 PM »
I'm having an issue when I press ctrl + backspace. The game just closes, no error window to check the logs. Tried redownloading the mod, removed the clear commands mod, removed all mods but 'console commands'. No dice.

EDIT: Went with the nuclear option and just completely re-installed Starsector. That did the trick.

6
Mods / Re: [0.95.1] Goathead Aviation Bureau - EN Edition [v. 1.4.5]
« on: March 21, 2023, 07:33:29 PM »
Been looking forward to this one.

7
Mods / Re: [0.95.1a-RC6] Pearson Exotronics
« on: December 09, 2022, 08:22:11 PM »
I have a patrol chasing me around the Sector. When it catches me, the game crashes.

8
Mods / Re: [0.95.1a] Hazard Mining Incorporated (Compatibility Ed., 0.3.4k)
« on: November 19, 2022, 04:41:40 PM »
I have a pretty large empire bordering the eastern section of the core systems. They're lined roughly from where Brighton's system would be, down to where Scalartech's system would be. It's around 10-11 worlds within 5 or 6 systems. And that's not including the 3 or 4 planets that are autonomous within the core systems. All of that amounts to around 1.8 million in profit per month. With the half million loss from colonizing The Mess' planet, I net around 1.1-1.3 million a month.

9
Mods / Re: [0.95.1a] Hazard Mining Incorporated (Compatibility Ed., 0.3.4k)
« on: November 18, 2022, 05:30:03 PM »
Not exactly worth the effort, but it sure was satisfying to 'tame' The Mess.

10
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: October 19, 2022, 03:55:30 PM »
Care to elaborate? Aside from the Unstable Photon Cannon nuking my fps if I fire more than one at a time, I have yet to have an issue.

11
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: October 19, 2022, 09:16:51 AM »
Which version is this one compatible with?
v0.95.1a RC6 (i.e. the newest release of Starsector), but I would not bet on this being compatible with its immediate predecessor, v0.95a RC15.

EDIT: Considering the duration between release dates (roughly nine months from 0.95a to 0.95.1a), 'immediate' was not the proper adjective.

I have the hope that it'll be updated again. Neutrino ships are just too good and aesthetic to pass up.

12
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: October 12, 2022, 01:19:06 AM »
Regarding the "Nostalgia" version of Neutrino, does anyone else get some serious fps loss when using the Unstable Photon Cannon? I'm using two on the Unsung and I'll go from 60 to 10-15 fps until all the particles disappear. Shooting one at a time makes it a more tolerable 20 or so fps, but firing both barrels is just so much fun.

13
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
« on: September 07, 2022, 07:56:51 PM »
I really liked the two medium missile slots on the Skysplitter. But I can see how the lack of aircraft goes against the battlecarrier doctrine the faction follows.

14
Mods / Re: [0.95a] Caymon's Ship Pack v1.1.5
« on: April 09, 2022, 06:28:22 AM »
Weapons don't line up to the Aethon's weapon mounts.

https://imgur.com/a/rTylyPU

EDIT: Didn't notice you removed the Aethon with your latest update. A shame, I actually liked it.

15
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: April 13, 2021, 07:41:04 PM »
I know nothing about coding, how difficult would yall say it would be to get it up and working fully for this version of the game?

Ask the guys on /indie/ to point you in the right direction. They typically find workarounds for these sorts of things.

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