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Messages - planeswalker

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16
... I thought of making a hullmod that will cost 'negative OP' like I've seen some mod hullmods do. Is it also possible to restrict it to player only so AI ships cannot get it?

Easy. Just don't put it in any default variants, and don't put it in any faction's "knownHullmods" list. By default factions only use those hullmods attached to their ship loadouts or noted in the faction file.

So... basically you have to do nothing. ;)

Oh right ok, lol. More importantly is there a 'dummies guide to make a custom hullmod guide' on this forum? My searches gave me a lot of tips for making new ships, weapons etc but not hullmods. Maybe my search skills are abit bad. Thanks!

Ok nvm I think I found a older post in this thread, lemme try that first.

17
Hey all, I have a question regarding feasibility and if it can be done can someone point me to a dummies guide to doing it.

For quite some time now I've been using the console command mod to add 20 OP to all my ships but it resets everytime I leave the game. I thought of making a hullmod that will cost 'negative OP' like I've seen some mod hullmods do. Is it also possible to restrict it to player only so AI ships cannot get it?

Thanks

18
Oh right thanks, thought it was in a 'not notepad++/excel' editable file.

19
Quick question, can your mod tool be used to change the fighter engagement ranges?

20
General Discussion / Re: creating a dangerous Pirate galaxy
« on: May 18, 2019, 06:18:11 PM »
So im keen to see a larger number of pirate fleets with lots of ships in them..

Is changing settings;

Max pirate fleets: 30 -> 60
max ships in ai fleet: 30 -> 45

safe to do so and won't break me game ne1 able to advise pls?

I was actually playing around with the settings a few days ago, the max pirate fleet settings is more performance than anything but in some rare cases they might just overwhelm the sector fleets of the normal factions due to their sheer numbers.

The max ships in ai fleets will effect ALL, ai fleets, so the normal factions will also have a 45 max size fleets which will be a problem if they start coming after you with expeditions etc. I guess if you just want nothing but pirates running amok you can up max pirate fleets to 60 or 90 and leave max ships in ai fleets alone, just be warned if the normal factions start keeling over due to too many pirates.

21
Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: May 14, 2019, 08:01:29 AM »
Alright thanks

22
Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: May 14, 2019, 07:36:46 AM »
Is it safe to currently use this mod or I should wait for the proper up to date version to be released?

23
General Discussion / Re: Returning player with questions
« on: May 14, 2019, 07:17:57 AM »
I see, ugh, my mind is still stuck on the older versions of starfarer where you can soup up your ships as much as you like with no 2 hull mod max limitation, heh.

24
General Discussion / Re: Returning player with questions
« on: May 13, 2019, 08:22:23 PM »
Last question today, Militarised subsystems: it says it "Removes the penalties from a civilian-grade hull". If i combine that with Expanded Cargo Holds which says "For civilian-grade hulls, also increases maintenance supply use by 100%" does this mean that I don't need to pay the 100% extra supply use or even if a say a Tarsus is militarised it still counts as a civilian hull for that mod cost?

I normally try to run fleets at burn 8 minimum so I can't take the huge but slow cargo clunkers. Normally for my civilian ships I use militarised subsystems and efficiency overhaul as standard but was wondering if Tarsus with Mil subsystems and expanded cargo holds might be better.
Thanks

25
General Discussion / Re: Returning player with questions
« on: May 13, 2019, 05:40:17 PM »
Oh I see, totally forgot about their flare launchers. Yeah I'm very old school and about 60-70% of all my fighters are Thunders because I'm too used to having my fighters fly really far and help. Since they changed the engagement range of all of them to 4000, only thunders are left at 8000 so I just default to them. I'll try broadswords in my next playthrough

26
General Discussion / Re: Returning player with questions
« on: May 13, 2019, 03:57:56 PM »
I see, that's good info to know. If only there was a passive 'police' building of some sort that will remove the cells automatically, I remember in my short play through last year they were springing up everywhere and got very annoying very fast.

27
General Discussion / Re: Returning player with questions
« on: May 13, 2019, 03:42:49 PM »
I see, ok so basically try to live in the stone age (colonies wise) until your fleet is strong enough to really take on a Pather base then?

Also I guess editing the player/officer skill numbers isn't as easy anymore?

28
General Discussion / Re: Returning player with questions
« on: May 13, 2019, 03:35:50 PM »
Thank you very much for the info. I'll check out that mod you recommended, I might have used it before in the past.

Edit: Yeah actually this was the mod I used to play, good to find an old gem hehe.

29
General Discussion / Returning player with questions
« on: May 13, 2019, 02:42:30 PM »
Hey all, back for the new update. I got a few questions, some gameplay some mod advice, thanks for any answers.

1. How soon should you start colonies? Start with 1 and grow that to 4/5 size first then start the next or just sprinkle a few at the same time? I try to hunt for a system with at least 2 stable zones and 2+ planets that are 100-150 habitability so their patrols can cover each other. I think (can't remember) Alex reduced profits from industries so colonies need a lot of input before they can become profitable now?

2. How far do your own faction fleets roam/patrol/run around? I know Patrol bases only spawns small patrols in the system they are based in. The description for military bases and high command seems to imply they will patrol in hyperspace and even go to other sectors? So if I have a military base or high command on one planet in System A, will that planet send a response/patrol/backup to a friendly neighbouring system B that's under attack from a raid or expedition? If yes how far do they help friendly systems, I don't expect them to fly across the sector.

3. Can Pirate bases attacking your colonies safely be ignored? They are quite annoying as they tend to spring up again quite fast once I destroy them and they tend to be right across the sector and travel time is a pain.

4. Pather bases are very scary. What kind of ships are good for attacking/sieging one and what kind of tactics are recommended (also what sort of fleet size)? I hate pather cells as spring up in my colonies but trying to take out their main base is quite hard if you don't have a few battleships. I tried attacking one with 2 Falcons, 2 Eagles, 4 Herons and 5-10 Shrikes + Wolves several times (save reloading) and I cannot crack the base, usually end up losing more than 80% of my fleet.

5. I remember reading somewhere that if you sell hull blueprints to faction markets, those factions will eventually adopt these hull types etc into their fleets. Also if you sell these hull blueprints to the blackmarket, the pirates will eventually get those hulls also. Is this a bug or WAD? Where is a safe place to sell these blueprints or you have to hold on to them so other factions don't get all sorts of weird hulls.

6. Where do you edit the player/officer skill effects? I remember back in the days the skills etc were in a xml file iirc so I could increase the burn speed bonus from 2 to 4 and the ordnance points given by the skill to a higher number. They don't seem to be easily editable now?

7.What is a good 'Vanilla+ mod'' you can recommend. I remember playing quite a few that add new hulls and weapons that are quite vanilla like so they didn't feel out of place as some mods go crazy with their designs and weapons. I also remember playing Nexerelin a few years ago before colonies are officially in. Is it much better now?

Thanks all, its a lot of questions but the wiki doesn't really answer them and searching the forums isn't that easy.

30
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 19, 2018, 06:42:38 AM »
Hey all, quick question, as of the current time of this post, is RC 9 the latest version that's out? Thanks

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