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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - Takion Kasukedo

Pages: [1] 2 3 ... 32
1
This question has likely been asked before, but how do you add more reputation tiers to Starship Legends?

eg; I tried this and it doesn't look like it works in campaign and i'm wondering if it works on your side? Running this with Ruthless Sector.

Spoiler
    "notable":{
      "xpToGuaranteeNewTrait":80000,
      "effectMult":3,
   },
   "wellknown":{
      "xpToGuaranteeNewTrait":160000,
      "effectMult":4,
   },
   "illustrous":{
      "xpToGuaranteeNewTrait":960000,
      "effectMult":5,
   },
   "famous":{
      "xpToGuaranteeNewTrait":4600000,
      "effectMult":6,
   },
   "distinguished":{
      "xpToGuaranteeNewTrait":12000000,
      "effectMult":7,
   },
   "revered":{
      "xpToGuaranteeNewTrait":72000000,
      "effectMult":8,
   },
   "legendary":{
      "xpToGuaranteeNewTrait":460000000,
      "effectMult":9,
   },
   "peerless":{
      "xpToGuaranteeNewTrait":940000000,
      "effectMult":10,
   },
[close]

2
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4
« on: October 09, 2019, 05:50:24 AM »
The recovery/supplies and pricing need a bit of work, and probably should be matching the price.

3
Mods / Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
« on: October 08, 2019, 12:36:23 PM »
I've made a test mission for the ED Shipyards, but the faction drone wings don't show up as available options to place in a flight deck.

Is it due to them having the "rare_bp" tag?

I've also noticed they've way more ordnance points per ship, more than the other factions, meaning you can safely put more armor/damage reduction and still have more than enough for max flux vents/capacitors, and put on Heavy Armor, even without a maxxed ordnance expansion skill in campaign.

The worst violators seem to be the capitals (the Wurg seems partly reasonable) and some of the low-down ships.

4
Starship Legends keeps getting some error(s) someways into the playthrough. It got one when I save-copied, which I don't know what the error from that is.

5
Mods / Re: [0.8.1a] Red (0.7) Mod - July 20, 2018
« on: September 19, 2019, 03:44:26 AM »
You're using the wrong version and it hasn't been updated yet. Protonus is working on it though. Patience is key.

6
Modding / Re: Big Think on Portrait Mods
« on: September 13, 2019, 08:03:27 AM »
Yep, this indeed does happen.

7
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 11, 2019, 08:32:09 AM »
That is because, as someone has elaborated before, the Cathedral is a fleet anchor/support ship.

Hence why it also has Mine Strike. To help the fleet in situations that could prove dire. The Redeemer is also high-range due to this.

As for the armor system, that's just how the AI works.

Also, please explain why the ship exactly is without an outfit to express this point of yours (1)? Have you even tested it properly?

8
Modding / Re: Question about portraits
« on: September 11, 2019, 02:51:26 AM »
The player.faction file indeed controls that.

As for ensuring the game only uses those...I have no idea.

9
Modding / Re: [0.9.1a] Star Trek Eras {v0.0.2}
« on: September 10, 2019, 12:44:36 PM »
superjosh, you really, REALLY ought to change the volume of the sounds in this mod, as I had to spontaneously rip my headphones off of my ear a microsecond after hearing them. If you don't want people's hearing to be lost, please turn them down by a lot, until they're level with all of the other gun/craft sounds in the game. Seriously.

The violating weapons in question happen to mostly be the beams. Especially the Romulan Captial's beams. 0.2 - 0.4 is a good mark to aim for in the volume settings.

10
Modding / Re: [0.9.1a] Star Trek Eras {v0.0.2}
« on: September 09, 2019, 03:20:16 PM »
Essentially, the mod doesn't have it's own folder.

The picture below is what i'm talking about. The one below is how it should look, before clicking on the folder to see contents. (Missing ships as an example)

Attempting to ensure it's as clear as possible, I apologise if I didn't use an image-hosting website.

11
Modding / Re: [0.9.1a] Star Trek Eras {v0.0.2}
« on: September 09, 2019, 07:39:46 AM »
The files still don't have their own folder so you have to create a new folder every time it seems.

In future releases, can you ensure it has it's own mod folder name?

[Star Trek Eras] is a good example, without the brackets, more or less.

12
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: September 07, 2019, 03:37:11 PM »
I put the Bigram series of railguns on weak ships or ships good at harassing/pressure, with mobility options. I don't use it myself, but at least a few fleet members do.

Player guns are more like the Pellet series of guns and the Bull series. The Rods are a gift for inaccurate, but decent sniping with a bit of homing in, mind.

13
Vengeance Fleets are part of Nexerelin.

14
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 01, 2019, 06:35:00 AM »
For paint.net sprites those are pretty decent, you can only progress from here.

Of course, i'm not usually one to post relevant criticism, but it's best to take what fits the quota you're looking for and bash it on if you can.

15
Mods / Re: The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]
« on: August 20, 2019, 03:22:59 AM »
Nicke had confirmed some time ago that he wasn't going to work on getting Crystanite to 9.1a anytime soon, so highly unlikely, as he may be working on other things.

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