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News:

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

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Messages - Suzu

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i'm running on the latest version of stasr sector: 0.95.1A-RC6 how do I get this mod to work?
Look on pages 30, 31. Unfortunately I can't help more than that....I can send you a pm to link you to a place where you can download unofficial patches?
Said place has patches for Aria and Azalea too? I'd be interested in it.

2
I'm incredibly honored to be given a front page highlight, thank you!

I'm looking forward to the Rafflesya and future updates!

Well, I'm pretty sure you deserve the front page highlight because I'm sure most people, me included, only found out about this mod because of your video. Which was pretty weird it appeared in my front page, because it's been a long time since I've last seen anything Starsector-related on Youtube.
Mod looks pretty neat, and got me the urge to reinstall the game, add it to my complete mess of mods, and play with it, and I guess I'll start doing it today.


BTW, how the hell is a Federation ruled by a Queen?

3
Mods / Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« on: December 27, 2020, 10:46:16 AM »
I seem to be having a problem.
With Vayra's Sector enabled, all the personal bounties (the ones where you have to hunt a specific fleet) are created with 1 day remaining to complete. System bounties and faction bounties are fine. I skimmed the thread to see if someone had any similar problems, and found just one guy complaining about it on page 13, but he was ignored.

Besides Vayra's Sector, the only mods I use are Nexerelin and a bunch of faction mods that are supposed to work with it.
When installing Vayra's Sector, to avoid any problems, I cleaned up my mod folder and redownloaded Nexerelin and all faction mods again to be sure to have the most updated version of each, and started a new save.
When I disable it in the mods list and start a new game the bounties work normally.

4
Best mod ever.

I have a problem, though: using Nexerelin, I started affiliated with Caparice Trading Co. and decided to start with a supership (the Scarlet Sky superfighter), and I was promised some cool wisp drones that can be launched from the cargo holds, but in game the ship doesn't have any.
Maybe it's a balance issue and the drones were taken off, when I tried to edit the yrxp_fighter_frigate.ship, I noticed it has the "yrxp_drone_aux" declared in the builtInWings function, but it has no launch bay declared in the weaponSlots. I tried to edit it by adding a launch bay using the same weaponSlot template found in yrxp_scout_frigate_b, which is the AE-522 which starts with the exact same drone wing, but I still can't seem a launch bay and the drone wings in the Scarlet Sky, even by starting a new game (the drone in the AE-522 is fine, though, I bought one as soon as the game started to check).
Is there anything else I should do to enable the launch bay? The AE-522 has no hullmods related to fighter bays, so I thought that just adding the object would work.

Edit: OK, so exactly 2 minutes after posting this, I decided to check the rest of the ship_data.csv file, and noticed it has a field for fighter bays. After editing this field, I found the drones.
TBH, I don't care if it will make the ship overpowered. It's not like I can field a full fleet of these things, since it's too unwieldy to use it and it requires a ton of fuel and cargo support for supplies, so I want to use my cool drone wings.

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