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Messages - Lord Heart Night

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1
Modding / The [REDACTED] are coming...
« on: January 04, 2022, 05:48:48 AM »
So i made it i can join the [REDACTED] under commission.

We are coming for you but dont worry, you can trust friend alpha core....

https://www.reddit.com/r/starsector/comments/rg63lo/for_the_redacted

2
Modding / Re: How to alter deployment cost
« on: April 30, 2021, 12:22:37 AM »
supplies / deployment also determines DP
Interesting, I need to have a look there then but i have no idea where that is

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3
Modding / Re: How to alter deployment cost
« on: April 30, 2021, 12:21:21 AM »
ship data in hulls folder?

Its definately NOT in there, i can do many things but not deployment

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4
Modding / How to alter deployment cost
« on: April 29, 2021, 01:15:31 PM »
How do you alter deployment costs in game, ive looked at files but i dont know where the deployment costs for ships are located, any help appreciated

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5
Mods / Re: [0.95a] Remnant Command Transfer
« on: April 24, 2021, 01:32:13 AM »

Impractical since it is single use. Tedious if needs to be repeated. What I did in 0.91 was removing the tags from automated ship classes that made those vessels unrecoverable. They acted like regular ships after this edit. Obviously you could transfer command to them. Probably sill works, you only need to find the new ship classes.
[/quote]

It is impractical and doping it your way is fine but you then cant use AI cores in your ships, id need to alter the mod so it was removable/applicable but i dont know hpw and people have said its hard coded

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6
Modding / Re: Flying Remnant?
« on: April 17, 2021, 01:41:12 AM »
Thanks, I can finally fly my own terminator.  ;D

Glad to be of help

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7
Mods / Re: [0.95a] Remnant Command Transfer
« on: April 17, 2021, 01:39:50 AM »
You CAN have a remnant flagship but the work around is a pain in the backside

Make sure you have said ship in fleet and save game and quit

Go into the ships data file, example radiant

remove the automated built in hull mod, you'll likely need to potentially swap it with something else, like advancedcore

reload game

Now remnant ships can have human officers, yourself included in said ship but AI cores no longer

If you aquire a second radiant, simply reverse said process, your original flagship witll remain under the control of said officer until you move him outof the officers chair, so to speak

This could also mean that you could AI human ships, like a paragon.....

I actually use this method to make me in command of my own Tesseract for my recent playthrough. Thank you for this!

Im glad to be of service to this wonderful community, you're most welcome

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8
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: April 17, 2021, 01:37:45 AM »
If you have it in your fleet, and you are in a system with large colonies, you'll see numbers pop up from your fleet. That's when it works.

Excellent, thank you. Cant wait to see the Hedgemony's reaction next time they insist on an ai inspection...

9
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: April 11, 2021, 01:23:25 AM »
I am so grateful for this mod, it truly belongs on any must have on any playthrough i play but i have noticed that some of the [REDACTED] in this mod are not being spawned by either the [REDACTED] or any of my bases if use the blueprints of the same ships

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10
Mods / Re: [0.95a] Remnant Command Transfer
« on: April 06, 2021, 01:54:42 PM »
Why would anyone obfuscate a code like that... Is there any way to have a workaround? How about allowing AI cores pilot other ships?

You can indeed make an AI onslaught using my method

https://ibb.co/r412y6S

God i wish i knew how to attach a pic properly here, i feel like an idiot

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11
Bug Reports & Support / AI lost skill
« on: April 06, 2021, 06:51:19 AM »
A AI core can have its skills respecced but if you respec AFTER its full intergrated you lose the extra skill permently

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12
Mods / Re: [0.95a] Remnant Command Transfer
« on: April 06, 2021, 06:47:15 AM »
Why would anyone obfuscate a code like that... Is there any way to have a workaround? How about allowing AI cores pilot other ships?

Agreed but there it is. IF possible, id make it that automated would be a dock only mod but thats me

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13
Mods / Re: [0.95a] Remnant Command Transfer
« on: April 06, 2021, 04:02:06 AM »
You CAN have a remnant flagship but the work around is a pain in the backside

Make sure you have said ship in fleet and save game and quit

Go into the ships data file, example radiant

remove the automated built in hull mod, you'll likely need to potentially swap it with something else, like advancedcore

reload game

Now remnant ships can have human officers, yourself included in said ship but AI cores no longer

If you aquire a second radiant, simply reverse said process, your original flagship witll remain under the control of said officer until you move him outof the officers chair, so to speak

This could also mean that you could AI human ships, like a paragon.....

[attachment deleted by admin]

14
Modding / Re: Flagship Remnant?
« on: April 06, 2021, 03:52:56 AM »
Ok, you cant use the console command mod to add/remove the automated hull mod

But you can have an officer in a remnant ship and a ai core in a to a non automated ship.

First aquire the ship you want, then save the game.

Then go into the appropriate ship data and find the built in hull mods

If you want an officer pilot a remnant, remove the hullmod "automated" (you may need to replace the hullmod with something else if there isnt any other mod, i suggest "advancedcore)"

If you want an ai core pilot, say, an onslaught, add hullmod "automated"

Reload your game. You now can do what you want, this can be used to have an remnant flagship.

If you want to then put ai cores in the same type of ship, simply reverse what youve done

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15
Modding / Flying Remnant?
« on: April 05, 2021, 12:33:22 PM »
I have been currently messing with a mod remnant ship and as i wanted pilot the damned thing myself so i went into the hulls section and removed the in built hullmod "automated"

And this did allow me to turn the ship into something i can pilot but the thing i found most interesting is that the ship in question already had a core intergrated so i wondered how this would convert without the initial hullmod but the game added the Automated hull mod to the ship without ordanace cost. So i have 2 of them, one for me and one for my electronic friend

I am gonna experiment with what would happen if i removed the mod from the standard remnant and see what happens.

Im also curious if you can readd/add the automated mod to ships that dont have the mod initally and see if you can alpha core an onslaught, possibly with help of the console command mod https://fractalsoftworks.com/forum/index.php?topic=4106.0

Ill keep you posted if i find out anything else interesting

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