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

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Messages - Vulpis

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1
Mods / Re: [0.95a] AdvancedGunneryControl 0.4.1
« on: May 01, 2021, 05:19:53 AM »
This looks amazing! Is there any way to save what you set each weapon group to or do you have to reset it each time you go into combat?

2
Mods / Re: [0.95a] Unofficial New Game Plus 1.3.0 (2021/3/27)
« on: April 26, 2021, 10:17:08 AM »
Is this compatible with Nerexelin?

3
Mods / Re: [0.95a] Commissioned Crews 1.9999
« on: April 16, 2021, 09:04:33 AM »
Nex is updated now, is there a simple Json change I can make to reenable the compatability?
  • Enabled Nex Support only cuz Nex is updated.
This made me laugh. Thanks!

4
Mods / Re: [0.95a] Commissioned Crews 1.9999
« on: April 11, 2021, 03:04:40 PM »
March 28, 2021
  • Disabled Nex Support only cuz Nex isn't updated.
  • TOTALLY THE First Update before Starsector 0.95
  • Save game compatible with Commissioned Crew 1.99.


Hey, have you checked the Supported Modded Factions lately? It grew with 1 supported factions from the last patch to this patch! Wow!
Nex is updated now, is there a simple Json change I can make to reenable the compatability?

5
The mod will be out and updated when the person working on it for nothing and in their own time with their own talent puts it out. Insane to demand they do this for you faster. You waited two years for a SS update, you can wait a little longer for the magic that is Nex.
Another person who misses the point, each update to SS that breaks Nexerelin is a downgrade, meaning we then have to waiting for Nexerelin to update again.

6
Personally I prefer a lot of the ways .91 did things but I'm a weirdo.
I prefer the old leveling system in many ways tbh.

7
I love this mod but like others say No need to rush the Starsector community seems pretty patient to me, if they can wait years for an game update a few weeks or months should be a breeze in comparison
That's not the same thing though. Since Nerexelin adds so much to the game each new update to starsector feels like a downgrade until Nerexelin is updated at which point the game is once again whole.

8
* Compatibility with Vast Expanse mod
I can't seem to find this mod...

9
Modding / Re: [0.9a] My Custom mod [Star Trek(G)]
« on: February 04, 2019, 12:11:57 PM »
Might I suggest pictures of at least some of the things your mod adds.

10
Mods / Re: [0.7.2a] ApproLight v0.4.6a(f1) -Prime-
« on: February 04, 2019, 12:08:21 PM »
1. It's not my mod
But it is your translation, correct?
2. It's not even updated to 0.9 yet
3. You can always just google for the Chinese version once it is updated
Could you please provide a link? I don't exactly know what I'm looking for to find the untranslated version...

11
Mods / Re: [0.7.2a] ApproLight v0.4.6a(f1) -Prime-
« on: February 02, 2019, 10:13:40 AM »
0.9 update is being worked on. Don't count on a translation just yet, though.

Awesome. Take your time. As long as it is actually planned, it's fine for me.

It isn't planned at all. I might do it, but it's a massive mod with a ton of text and I'm sure as hell not doing all of that by myself. Got enough on my plate as is. I have a few people who might help so it could happen, but don't count on it.
Any chance of a temporary/"dev" version?

12
Bringing this back to the initial idea; it seems interesting but I suspect it would be too difficult to implement much less balance.

13
Mods / Re: [0.9a] Nexerelin v0.8.4z RC2: 0.9 beta (hotfix 2019-01-09)
« on: January 11, 2019, 07:19:53 AM »
Thanks for all the feedback!

I'll probably do the following:
  • Greatly reduce invasion frequency (possibly 1/3rd of current), and adjust their size
  • Add a raid system in their place (probably just a clone of the existing pirate raids), along with certain rare offensive events like saturation bombardment fleets at vengeful status
  • Reintroduce the rebellion mechanic from previous versions earlier than I would have otherwise

There'll also be a fleet orders menu where you can purchase a fleet for credits and direct it to invade a market, bombard/destroy a market (e.g. for removing pirate and Pather bases) or defend a system, usable remotely (i.e. you don't have to be at the specific target as with the old system).

In the meantime, anyone who wants to make invasions less frequent locally can edit exerelin_config.json and increase the pointsRequiredForInvasionFleet setting.
Well now I can't wait...

14
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« on: January 10, 2019, 10:42:57 AM »
Not a crash but a rather glaring bug all the same, the Aegis drones don't have any AI suddenly. In testing with a Nausicaa when launched the Aegis drones will not respond to anything be it getting too far away from the parent ship, the appearance of enemies, or imminent destruction. They just drift in whatever direction they were launched indefinitely.

Oops, seems like I forgot to remove the AI disable testing thing. Fixed for next release.
Any chance of a hotfix for this issue?

15
Mods / Re: [0.9a] Nexerelin v0.8.4y2: 0.9 beta (release 2019-01-06)
« on: January 10, 2019, 10:36:28 AM »
How do we paint the map in this version? Admin caps are still around. Do we just transfer unwanted markets to independents?
Yeah, just shuffle off the surplus to indies for now. I didn't have time to implement a more sophisticated solution regrettably, although I expect to have one for next major release.
I tried using the planet transfer and it didn't increase the reputation with the faction at all even though it said it would...


Also how possible do you reckon it to be to allow the player to order their fleets to attack a target station/planet, maybe at a cost to account for supplies needed or something.

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