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Topics - n3xuiz

Pages: [1] 2 3 ... 5
1
General Discussion / [spoilers] redacted crisis?
« on: March 16, 2024, 01:30:26 AM »
i started watched the latest big brain energy video yesterday and he colonized a planet in a red system. after that there was an entry for remnants in the major events / crisis section. so my question: is there a remnant crisis and what does it entail? i don't mind spoilers at all..

2
Modding / is there a more bar slots mod?
« on: July 21, 2023, 07:41:09 AM »
playing around in dev mode i once got into the bar and there were like 8 missions offered at once. does a mod exist that increases the amount of events offered or is that impossible without devmode enabled?

3
General Discussion / forcing permanent faction relations
« on: March 05, 2023, 03:17:55 AM »
so most playthroughs i do have some sort of RP where i'm friendly or hostile to some faction. i like to use nexerelin and its random relation changes. also the option to accept all ceasefires.

some time ago i was messing around a faction mod and saw the setting like relationship with hegemony from -20 to 50 or something. what i'd like is for a savegame to be able to set pirates -100 permanently so i can still have those nexerelin features but not become friendly towards pirates.

so far the only way i can achieve this is by console commanding the relationship whenever it changes. is there a way for me to set player faction always hostile with x?

4
Modding / looking for a faction mod with remnant-like ships
« on: February 24, 2023, 03:36:22 AM »
a few weeks ago i saw a faction mod with somewhat retextured/recolored remnant ships. they are in a more greenish color compared to the original remnants. i thought it would be neat to add to my next run but stupidly i didn't bookmark it. now i can't find it :/

any help would be appreciated.

its not tritachyon+

5
i like building a single super OP colony and then place tons of industries on them and improving all of them. the problem isn't the cost of storypoints as such since i can just use console commands to get the required amount but that the time to apply those story points also seems to scale.

so if i improve a structure/industry and it costs 4 storypoints it takes less than a second to apply but since i run 100+ mods and add many of the included industries i end up spending 20mil storypoints to upgrade the last industries. for sure this was never intended and from me clicking to apply the game hangs 5-20min depending on storypoint cost.

so my question: is there a mod that makes improving buildings always cost 1 storypoint so the hanging issue never happens?

if not thats ok too since i'm not supposed to have these types of colonies anyway.

6
Modding / removing some debris fields
« on: September 07, 2022, 08:09:35 PM »
i've colonized a system but there is a debris field directly above my planet. it's a debris field that spawned with the system and therefore stays and can't be removed by vulture scavengers. can someone tell me how to remove it please?

screenshot:
https://imgur.com/a/OGXWOYp

save:
https://www.dropbox.com/s/nzdwzjbbh3rcici/080922_save_BlairCallisto_6224772622194736274.zip?dl=0

maybe a console command ala runcode(...)?

or even if someone can edit my save and send it back to me?

7
General Discussion / found some insane systems
« on: August 21, 2022, 01:17:48 PM »
i recently put together a new modpack and started a game. i focused on areas other than exploration but eventually i went out and scouted the sector. in the course of which i found these systems:

https://imgur.com/gallery/nN1dHmK

so after i gave up on collecting the loot manually i though i'd build a salvage yard (from indevo) to allow scavenger fleets to spawn and automate the collection. sadly they never did, maybe because these derelicts are "static" and not generated after fleet battles?

at any rate i'd love to know which mod added these systems.


my modlist:
Spoiler
{"enabledMods": [
  "yunru_pirate_collection",
  "yunrutechmining",
  "yunruindustries",
  "AI-Retrofits",
  "adjustableautomatedships",
  "alkemia-armoury",
  "A_S-F",
  "apex_design",
  "archeus_beta",
  "lw_autosave",
  "BSC",
  "blackrock_driveyards",
  "HMI_brighton",
  "efficientPop",
  "CWSP",
  "CFT",
  "Csp",
  "Celestial Mount Circle",
  "clearCommands",
  "lw_console",
  "diyplanets",
  "istl_dassaultmikoyan",
  "diableavionics",
  "edshipyard",
  "seven_nexus",
  "Everybody loves KoC",
  "XLU",
  "Gensoukyou_Daze",
  "GrandColonies",
  "HMI_SV",
  "HMI",
  "hte",
  "hiigaran_descendants",
  "IndEvo",
  "infinite_cr",
  "interestingportraitspack",
  "Imperium",
  "timid_xiv",
  "JYD",
  "kadur_remnant",
  "keruvim_shipyards",
  "kingdomofterra",
  "kyeltziv",
  "LTA",
  "lw_lazylib",
  "ArkLeg",
  "exshippack",
  "mag_protect",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "more_hullmods",
  "ness_saw",
  "nexerelin",
  "kayse_phaseships",
  "OcuA",
  "Ocutek",
  "ORK",
  "oas",
  "ORA",
  "pn",
  "Polaris_Prime",
  "portrait",
  "roider",
  "rotcesrats",
  "sun_ruthless_sector",
  "sanguinary_autonomist_defectors",
  "tahlan_scalartech",
  "scan_those_gates",
  "SCY",
  "Seafood",
  "SEEKER",
  "shadow_ships",
  "holdsforall",
  "speedUp",
  "StopGapMeasures3",
  "superweapons",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming & Station Construction",
  "exalted",
  "mayorate",
  "star_federation",
  "TORCHSHIPS",
  "ultra_drive_field_stabilizer",
  "underworld",
  "uaf",
  "UNSC",
  "US",
  "vic",
  "vanidad",
  "vayrashippack",
  "whichmod",
  "XhanEmpire",
  "yunruhullmods",
  "yunru_midline_expansion",
  "yunru_misc_ships",
  "yunrucore",
  "prv",
  "shaderLib",
  "mir_nr",
  "G1GC_Hide_Leak_Message"
]}
[close]

edit: oh and if i can somehow automate the collection of these derelicts because no way am i collecting all of them manually

edit2: after leaving the system and the "cell" and returning after some time a vulture scavenger (from nex?) appeared and is looting the system. yay!

8
General Discussion / a way to change the size of a planet?
« on: June 13, 2022, 05:57:07 PM »
in the past i've changed the size (radius) of planets i colonized to make them bigger. the thing is once i've colonized them i can't reliably find the radius value in the save file.

before colonization i'd just open the campaign.xml in np++ and search for planet name and then change the radius value that was nearby. but once i've settled the planet and built some industries the tons of added lines mean i can't find it anymore.


is there

a) a way for me to step-by-step search the file to find the value

b) a way to edit it ingame via a console command ala runcode(...)

i'd really appreciate any advice so i can increase the size of my planet to finally be able to build astropoli around it.

9
General Discussion / decivilized page of the intel screen
« on: June 09, 2022, 10:33:24 AM »
i like to play very long games where over time lots of planets will decivilize. i want to loot all these planets. but the page in the intel screen is not sorted and it can be a pain to find out which world has joined the long list.

is there a way to change it so new entries get listed at the top or bottom or make it so it shows the new tag for all entries that have joined since i last visited the page?

10
i usually settle on Laureline in the Beta Mezieres system right next to the Blade Breakers home system. First i really like the description of Laureline and the Blade Breakers offer a great source of farming once i get to the late game.

So just like i'm sure many people don't destroy Remnant Nexi (?) to continue farming i never destroy the spawners around Lenze. This run though it seems they got destroyed without my intervention. I'm not even sure how NPCs could destroy all three but it happened.

Now the best system to farm Sigma Matter and Weapons is empty.



TLDR: can i use console commands to reset the system Alpha Mezieres (and only that system) to its default state right after the game was created?

11
Modding / fixing the kadur supership
« on: May 16, 2022, 01:02:44 AM »
i've long been playing with the supership from the kadur mod. for a long time its shield has been broken making it a underwhelming experience compared to what it used to be. JohnVicres in the kadur thread suggested commenting out a few lines to disable this broken shield and add a regular shield that you then could customize to your liking.

me being crap at editing even the basic files of starsector mods did as he said and commented out these lines but that didn't disable the broken shield. i managed to add a regular omni shield by editing the ship_data.csv but the broken one is still there.

my question for you starsector modding experts is this: what do i need to do to completely disable the old shield so i can enjoy an even more OP version of this great ship and watch things go boom like they used to.

thanks to Vayra for this epic mod and everyone contributing to this great community.

12
Modding / (mod request) a infinite CR hullmod
« on: February 21, 2022, 08:42:41 AM »
i know about infiniteCR console command but my question is if its possible to make a mod that does this so i can build it into any ship i want and not have to set it for every battle.

so i often like to make cheated superships by going way over max OP and stacking hullmods. now equipped with a super ship i'd fight tons of remnants or a high level dickerson fleet.

the goal is a hullmod that just overrides CR and sets it to infinite.

for example someone once made a mod for me "ultra drive field stabilizer" that adds 20 burn level to the fleet just so i don't have to bother with it and always have 20.


is there someone here who would consider creating such a simple(?) mod for me please?

13
General Discussion / nexerelin derelict empire
« on: January 12, 2022, 04:41:12 PM »
i've been watching ashers lets play with the "derelict empire" start and the idea of the derelict as a AI faction intrigues me. that being said i don't enjoy the random systems. could i somehow enable this faction in a new save with the default settings and all the static systems? or even better spawn them into a existing game like the Apex Design Collective mod does?

14
Modding / remnant blueprint mod?
« on: December 23, 2021, 11:36:19 PM »
in the past (.91a) i played as a "remnant" faction as in i would use droneships in both my and my planets defence fleets. to to this i used the method described in this post: https://fractalsoftworks.com/forum/index.php?topic=19455.0

since 0.95 this didn't fully work anymore and only added modded remnants to my build options (worked fine for derelicts though).

so i was wondering if there was another approach similar to this: https://fractalsoftworks.com/forum/index.php?topic=18205.0 where i could just install a blueprint mod and spawn that blueprint in to unlock the vanilla remnant ships.

here is my modlist in case it matters:
Spoiler
{"enabledMods": [
  "AI-Retrofits",
  "adjustableautomatedships",
  "archeus_beta",
  "lw_autosave",
  "HMI_brighton",
  "clearCommands",
  "lw_console",
  "istl_dassaultmikoyan",
  "diableavionics",
  "XLU",
  "GrandColonies",
  "HMI_SV",
  "HMI",
  "IndEvo",
  "interestingportraitspack",
  "Imperium",
  "kadur_remnant",
  "kingdomofterra",
  "lw_lazylib",
  "ArkLeg",
  "mag_protect",
  "MagicLib",
  "Mayasuran Navy",
  "nexerelin",
  "OcuA",
  "Ocutek",
  "ORA",
  "phaseFieldFix",
  "portrait",
  "roider",
  "sanguinary_autonomist_defectors",
  "tahlan_scalartech",
  "SCY",
  "shadow_ships",
  "holdsforall",
  "speedUp",
  "superweapons",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming & Station Construction",
  "exalted",
  "star_federation",
  "ultra_drive_field_stabilizer",
  "underworld",
  "UNSC",
  "vic",
  "vayrashippack",
  "XhanEmpire",
  "prv",
  "shaderLib",
  "mir_nr",
  "G1GC_Hide_Leak_Message"
]}
[close]

15
General Discussion / any lets play out there with derelict empire?
« on: December 13, 2021, 12:41:55 AM »
i've seen this option in nexerelin but never chose it. does anyone have a link to a lets play with that option enabled?

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