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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 - eidolad

Pages: [1] 2 3 ... 15
1
Mods / Re: Thog's [REDACTED] - More Remnant Drones
« on: February 16, 2024, 07:44:44 PM »
thanks for the info

2
Modding / Re: [0.96][WIP] United Aurora Federation 0.74a1
« on: February 14, 2024, 09:31:17 AM »
getting heavily distracted by this mod...lurking for .97a+ release!

3
Mods / Re: [0.97a] Fleet Journal v1.1.1
« on: February 14, 2024, 08:34:43 AM »
Hi great idea, starred the repo.

Can I safely:  add and activate this mod to a game instance in progress?

(also might recommend to let players know the answer to this question as well on page one of the mod)

Yes, it is absolutely safe as far as I am aware. Have added some hints to the OP post according to your suggestions. Thank you!

excellent!  adding now

4
Mods / Re: Thog's [REDACTED] - More Remnant Drones
« on: February 14, 2024, 07:15:35 AM »
I love the mod concept because scarier blue ships would be cool (to acquire somehow?)

...but cannot tell from the thread's subject line or page 1 (such as in a changelog) as to which StarSector app version this mod is compliant to.

5
Mods / Re: [0.97a] More Combat Terrain Effects 1.3.2
« on: February 14, 2024, 06:50:26 AM »
haven't used the mod, but I love this content/concept...would be beautiful to see Alex integrate AI response/workaround to a generic "space environment hazard"...i.e. AI ships, perhaps based on whether they have an officer or not, would mark "hazard boundary" around whatever-the-modder-inserted into the gameplay space

6
Mods / Re: [0.97a] Audio Plus 1.2.1
« on: February 14, 2024, 06:46:33 AM »
excellent to see this mod keeping up with the times

7
lurking, ready to pounce on a .97a version

8
Mods / Re: [0.97a] Fleet Journal v1.1.1
« on: February 14, 2024, 06:26:50 AM »
Hi great idea, starred the repo.

Can I safely:  add and activate this mod to a game instance in progress?

(also might recommend to let players know the answer to this question as well on page one of the mod)

9
Mods / Re: [0.97a] More Military Missions (v0.4.1)
« on: February 14, 2024, 06:19:47 AM »
I might suggest an .ini option in a future version, if possible, to let players dial back the loot, and/or the cash rewards for the defense missions (or sorry if I missed this feature if it is already there)

It's DmCreditRewardPerFp in MoreMilitaryMissions\data\config\modSettings.json, or just install LunaLib

thanks!

10
Mods / Re: [0.97a] Carter's Freetraders - V 1.7.1 - 02/03/24
« on: February 12, 2024, 08:32:01 PM »
downloading, gonna try me a .97a game with pure Carter's ship mix...well okay, has to have a pair of Omens and one Victory class battleship unless I find a better large capital...
I designed the mod with that in mind. There is every type and class of ship offered so a full CFT run is quite possible. As to a better large capital may I humbly suggest the Triton. Though a capital carrier, it can get up close and project quite the punch if you fit it out with low op fighters and max defenses and weapons. I'd be interested in hearing your experience if you would be willing to share it.

hmm I usually am adverse to carrier capitals but perhaps could try a squad of PD fighters and make the Triton loadout fully dash-brawler mode...pending a review of the speed and ability to get the big boy moving...oh my.  Triton really moves at speed 65.  No large mounts or heavy ballistics integration, but still...challenge accepted!

(p.s. And look at that Triton flux pool...)

11
Mods / Re: [0.97a] Carter's Freetraders - V 1.7.1 - 02/03/24
« on: February 12, 2024, 04:27:56 PM »
downloading, gonna try me a .97a game with pure Carter's ship mix...well okay, has to have a pair of Omens and one Victory class battleship unless I find a better large capital...

12
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: February 12, 2024, 04:23:15 PM »
Huuuge that my Victory ship, um, I mean, the Ship/Weapon Pack, is still alive and kicking in .97a, downloading.  I intend to sail this ship into the late game of the first r1.0 modded game release...

13
Mods / Re: [0.97a] More Military Missions (v0.4.1)
« on: February 12, 2024, 04:05:02 PM »
This has become a must-install mod for me...great that it is available for .97a

One thing is:  I tend to beeline for the help-a-starfortress scenarios due to, well, it sure it nice to have an intact star fortress in space with you against, well, anything.  I might suggest an .ini option in a future version, if possible, to let players dial back the loot, and/or the cash rewards for the defense missions (or sorry if I missed this feature if it is already there)

14
Mods / Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« on: February 12, 2024, 03:55:56 PM »
one of the first mods I look for on version update...downloaded!

15
wow...malwarebytes wouldn't even let me proceed to download.  I've downloaded latest malwarebyltes version, and checked for updates on the malwarebyltes browser guard extension, and it STILL completely blocks Firefox from accessing the site

Malwarebytes Browser Guard Logo
Website blocked due to phishing
Website Blocked: f005.backblazeb2.com

v2.6.17 | Phishing: 2.0.202402122305
Malwarebytes Browser Guard blocked this page because it may contain malicious activity.


...anyway thanks very much the info and huzzah on the new version release!

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