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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Topics - sirrealist

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Modding / New To Using Mods, Having Trouble
« on: May 22, 2017, 01:32:55 AM »
Aloha All!

So I played until level 10 in the vanilla game but I felt like I wasn't really getting anywhere (just making money by smuggling and slowly building a fleet, but not much combat). Anyway, I decided to try and install some mods to liven things up but I can't seem to get (most) of them to work. They all fall into one of three categories: game quits on startup with a JSON error with it enabled, game quits on startup with a hull variant missing error, or game loads successfully with it enabled. I tried searching but I'm still confused about what's wrong. Only thing I can think of is that the non-working ones haven't been updated to work with the newest version of SS. Am I missing something? Please let me know what you guys think.

Also, an unrelated question: since SS+ will no longer be updated, should I not use it? I got the impression from the modder's post that his other mods should cover it. Is this correct? Assuming it is, I have all those mods, yes?

SS version = 0.8a-RC19

"Fatal: Ship hull varient [condor_FS] not found!"
Dynasector 1.1.0
Nexerelin 0.7.7b

"Fatal: JSONObject["role desc"] not found."
Blackrock Driveyards 0.8.6
Ship/weapon Pack 1.1.5
Underworld 1.0.5

$tarsector+ 3.7.0 (but not planning on using it since it will no longer be updated)
LazyLib 2.2
Version CHecker 1.7c
ZZ GraphicsLib 1.1.0

Thank you!!!!

Hey guys!

I'm still fairly new to this game, but I'm starting to get the hang of it. I've got a "fleet" of 1 cruiser and 2 destroyers (I like the big ships with staying power over the smaller ships, though the wolf frigate is pretty sweet, I'll probably stock up on those when I find some). The problem is, I'm not very good (I think) at fitting my ships with good weaponry. So, what I'd like to do is lay out what I have with current load out, and get your opinions. I get the basic idea of kinetic VS shields, HE VS Armor, etc. but I'm nto sure I'm really doing this right. It should also be noted that I've done the load out mostly using whatever I had on hand, because I didn't have enough cash, and I only knew about the Hegemony base. I just found out that Tri had a base, and I arrived there with $99k and an itch to buy some ships and correct my load out. So, after the list of what I have, I'm also gonna list the new ships I want to buy, and would also love to get thoughts on load out for those. Without further adieu, I give you my fleet:

Hammerhead Destroyer (Flagship) - 80 ordinance points:
Two Assault Chainguns up front (linked, manual control, group 1)
Two Reaper Torpedoes up front (alternating, manual control, group 2)
Two LR PD Lasers in the two forward turrets (linked, autofire, group 3)
Two PD Lasers in the two rear turrets (linked, autofire, group 3)
12 Caps
17 Vents
Expanded Mags Mod

Enforcer Destroyer (AI controlled) - 100 ordinance points:
Two Harpoon MRMs up front (alternating, manual control, group 1)
Two Salamander MRMs up front (Alternating, manual control, group 1)
Assault Chaingun in the middle forward turret (linked, autofire, group 2)
Two Light Dual Autocannons in the two forward-facing left/right turrets (linked, autofire, group 2)
Two Light Dual Machine Guns in the two side-facing turrents (linked, autofire, group 2)
7 Caps
10 Vents
Expanded Mags
Accelerated Shields
Auto Repair Unit
Blast Doors

Eagle Cruiser (AI Controlled) - 140 ordinance points:
Assault Chaingun in the middle forward hardpoint (linked, manual fire, group 1)
Two Heavy Autocannons in the left/right forward hardpoints (linked, manual fire, group 1)
Two Harpoon MRMs in the two side-mount hardpoints (alternating, manual fire, group 2)
Three Antimatter Blasters in the three next turrets, forward, left and and right (linked, autofire, group 3)
Mining Blaster in the big middle forward-facing turret (linked, autofire, group 4)
Four Tactical Lasers in the 4 smaller turrets facing to the sides and rear (linked, autofire, group 4)
12 Caps
16 Vents
Blast Doors

Now, since I have so much cash and am at the Tri base for the first time, I thought I'd buy a Medusa and an Apogee. I'll add another Medusa to the fleet when I have the cash. I have no idea how to configure these guys, since these Tri weapons are all new to me, mostly. I realyl have no idea what weapons should be autofire and which shouldn't (especially for AI controlled ships), how to determine which weapons are better for which slots (other than how many ordinance points it uses), and how many vents and caps I need. Everything I've done so far has been guesswork.

Sssooooo... thoughts on my current loadout, and what I should do with the new Medusa and Apogee? Any other info I can provide that would be helpful, like screen shots or something?


General Discussion / Need More Fleet Points
« on: January 21, 2013, 02:10:36 PM »

So, I'm new to this game. I fired it up and played for a bit, and now I'm getting the hang of it (I've got a destroyer, 3 frigates, 1 fighter and 1 bomber squad). I know i"m still way early, but I'm proud of my little fleet! Anyway, my accident risk is HIGH, and I think it's because I'm using 44/25 fleet points. I just realized that to increase my max fleet points, I need to put aptitude points into leadership (I put them all in combat). I really don't want to start over or dump ships. Is there a way I can edit my save file or install a mod that increases my current fleet points so I can have a bigger fleet without accidents? Just to be clear, I'm not talking about increasing some hard limit of how many fleet points are possible, or to increase the battlesize (I've been reading forum posts), I want to increase my CURRENT fleet points. I tried searching through the campaign/xml file for "25" and "fleetpoints", but both show up a TON of times, and idk, my xml file is HUGE. What can I do? 


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