Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Jonlissla

Pages: [1] 2 3 ... 17
1
Mods / Re: [0.97a] Pirate Mini Mod (1.6.1)
« on: February 08, 2024, 04:28:53 AM »
Super cool mod, always fun to see more pirate content.

Because I have no life however I noticed some minor spelling mistakes in the description for Pirate Modifications hullmod;

Quote
This hull has undergone significant modifications, it's pirate crew prioritizing showy weapon systems and high-speed engines over frivolous things like ""reliability"", ""Hull Integrity"", and ""Flux Capacity"".

Hull and Armor penalty further increased to %s. Flux Capacity penalty further increased to %s, Flux Dissipation bonus further increased to %s. Increases max speed by %s.

First one should be "its" rather than "it's". First is possessive whereas the second is a contraction of the words "it has/is".

Second highlights should all be lowercase. Personally I think you can also remove or change some of the wording into something like this;

Quote
This hull has undergone significant modifications, its pirate crew prioritizing showy weapon systems and high-speed engines over frivolous things like ""reliability"".

Hull and armor penalty further increased to %s, flux capacity penalty further increased to %s, and flux dissipation bonus further increased to %s. Increases max speed by %s.

2
Mods / Re: [0.97a] Random Assortment of Things
« on: February 07, 2024, 01:45:27 AM »
Temporarily removed the hard dependency on it for 0.97, probs will come back in later versions.
There is some content that requires it, and some that may not work completely correctly without.

Alrighty, thanks! It seems I can start a new game just fine but I guess there might be some problems in the future once colonies get introduced. Thanks again!

3
Mods / Re: [0.97a] Random Assortment of Things
« on: February 07, 2024, 01:07:17 AM »
Awesome mod, however I have a teeny, tiny question I didn't want to bother you with but; how dependent is this mod on Nexerelin? Reason I'm asking is because I didn't really want to use Nex, and while the first page and patch notes says it's required there's no actual dependency while activating unlike the various Libs. So... is it possible to play without?

4
Bug Reports & Support / Re: The Typo Thread
« on: May 07, 2023, 11:51:13 AM »
During the new mission Knight Errant where you need to find a person on Chalcedon the quest giver says during dialogue that it lies in the Al Gebbar system; this is wrong as the planet is in the Kumari Kandam system.

5
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 01, 2023, 01:09:14 PM »
Quote
Changed starting Wolf variant to have the Pulse Laser on autofire (thanks, ZiggyD!)

The hero we need, but don't deserve.

6
General Discussion / Re: So is low tech doable in 95.1a ?
« on: December 13, 2021, 09:28:35 PM »
I think they're fine? The Manticore has so far been excellent and the new hullmods are a great addition. I think a full lowtech fleet should be good lategame.

7
So, uh, like the title says.



Don't have access to any other devmode features as far as I can see, no mods, reinstalled the game and deleted user files so this is from a fresh install. I presume there's some remnant data from previous modded playthroughs that are causing this, any tips on how to fix this?

Edit: Seems like I get this option at every jump point, but nowhere else.

8
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 05, 2021, 09:49:07 PM »
Starfarersector patch notes are the best notes. Everything looks awesome, but is....
Quote
Star system that becomes permanently inaccessible REDACTED will now become accessible again after around a cycle
... this a reference to something new or something already in the game?

9
Modding / Re: Why do most mods have to make the game easier?
« on: May 22, 2021, 09:27:55 PM »
i remember back in .5~ there was an excellent total conversion that had onlythree factions in one really large solar system, two of which didnt use shields at aal (and were no less effective in that world for it)

Oh boy, I remember that one! Completely forgot the name but it was a really refreshing mod that completely rebalanced the game around having no shields. Art was great too.

Just... don't use those mods then? Aside from that, if you're looking for super challenging gameplay I don't think this may be for you. I know I don't play SS for difficult gameplay.

I think it's less about being difficult and more about modded content being generally overtuned compared to vanilla.

10
Modding / Re: Why do most mods have to make the game easier?
« on: May 21, 2021, 01:00:34 PM »
I can't help but feel that practically every mod that I have, gives me more tactical options and if it adds any challenges, they're always optional. The main challenges that I'm facing are almost all the same as vanilla: money, pirates, luddics, I just get more tools to deal with them from mods. Why don't mods routinely give more and better officers to the hostiles? Why don't they send hired assassins after me to reclaim the [redacted] bit of tech that I stole? Why don't they routinely make my life harder by raiding my colonies all the time?

Like the user above mentioned, Ruthless Sector plus a few others will let you tweak difficulty to your desires. I am very interested however in knowing what kind of difficulty you're interested in. For me the charm is managing money, supplies and fuel while exploring the sector for ruins and bounties, and once I get a good colony going with solid income I sort of end the playthrough since stable income makes active trading rather boring, and for me, pointless.


11
Mods / Re: [0.95a] [Hullmod] Modern Carriers
« on: May 08, 2021, 10:39:50 PM »
Specialising carriers should be fun. I'll give the mod a go. Two things I've noticed though;

First, the .zip file only has a data directory, so you have to create a new mod folder and put said data folder in it for it to work. Takes like five seconds to make a new folder, tops, but it's a QoL thing.

Second, the Skirmish Carrier Core seems brutally strong on paper. A 100% boost to top speed AND acceleration? Haven't yet tried it out but I imagine this makes bombers brutally powerful.

12
Modding / Re: [0.95a] Ill-Advised Modifications 2 The Second One
« on: May 08, 2021, 12:29:51 AM »
Well this is absolutely horrific. I love it.

Spoiler
Also, I always thought the vanilla hyperspace image looked like goatse. Glad to have it confirmed now.
[close]

13
Thanks, I gave a Google a try but I couldn't find anything related to it, problably because I limited it to Starsector and nothing else. I'll update the drivers and see if that helps, if not I'll try a reset or delete that file you mentioned.

Edit: Updated the drivers and it's been fixed. It being a driver issue did not cross my mind at all.

14
Bug Reports & Support / Says "NO DC" at the top left of game's screen.
« on: April 28, 2021, 08:36:46 PM »
Updated to the latest hotfix and at the top left of the screen I'm greeted with the text NO DC. It appears on the launcher as well as ingame screen, and didn't do it before the I installed the most recent update. Appears with or without mods, haven't yet tried to reinstall the game and it doesn't seem to be tied to anything in the Options menu.

[attachment deleted by admin]

15
Mods / Re: [0.95a] Furry Portrait Pack v1.1
« on: April 09, 2021, 08:33:47 AM »
I uh, I'm kinda new here and don't know the rules about external links but yeah.
I use this thing: https://thisfursonadoesnotexist.com/ , primarily to make NPC portraits for my genesys games.
There's a drop down menu to make My Little Ponies, and it has parameters for the AI algorithms, you can make some pretty cursed stuff.

Wow, what a time to be alive. Almost all of them look genuine, I don't know if I should be impressed or scared.

Pages: [1] 2 3 ... 17