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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 - Barracuda

Pages: [1] 2 3 ... 5
1
Mods / Re: [0.95.1a-RC6] Lights Out
« on: August 06, 2022, 04:45:45 AM »
Would it be possible to have newly made colonies settled in Nexerelin to reveal the system they are in?

2
Currently has a minor incompatability with Archean Order. Only mods loaded were Second Wave, Lazy Lib and Archean Order. Issue was that tanker type ships(Drum, Phaeton ,Prometheus etc) are not spawning in markets.

3
Would it be possible for me to know the code to reduce the number of ships in a fleet in this mod. I am using Nex and the early game is a little rough without going straight to the crusier start as most starting pirate fleets usually have up to 7 frigates that will run down anything short of a combat crusier. Since this is just personal preference I don't want to ask for a whole update for just one change.

4
Mods / Re: [0.9.1a] Logistics Notifications 1.3.1
« on: September 02, 2020, 10:16:38 AM »
Does this mod take into account supplies being used for repairs and combat readiness?

5
Mods / Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« on: July 12, 2020, 04:02:17 AM »
Got it thanks for looking into it atleast

6
Mods / Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« on: July 11, 2020, 04:06:33 AM »
There seems to be a conflict between this mod and the HD Texture pack by CandyFlavour in the Modding Board. From what I can understand the background starscape images are conflicting between the two mods. 

[attachment deleted by admin]

7
Correct possibly just random luck, I found it in nexerelin's ship buying thing through their agents so no worries

8
Has anyone noticed that Buffalo's are kinda hard to come by? At least for me the hegemony ones are non existent even when i used console commands to try and find a market with them.

9
Blog Posts / Re: Raiding for Fun and Profit
« on: November 27, 2019, 04:01:46 PM »
Got excited while reading about marine experience, wondering if it could transfer to crew. Then i saw you already thought about it and while I'm a little deflated theres still hope!

10
Makes sense, though the only parts of Varya's Sector I was interested in was the Bounties and that the pirates/path will stop spawning if you take out their faction.

11
These mods are causing crash in my game in someway, seems the only ones incompatibles

Kadur Remnant 3.0.4 (https://fractalsoftworks.com/forum/index.php?topic=6649.0)
Ship Weapons Pack 1.10.4 (https://fractalsoftworks.com/forum/index.php?topic=11018.0)
Underworld 1.4.1 (https://fractalsoftworks.com/forum/index.php?topic=11002.0)
prv Starworks v11 (https://fractalsoftworks.com/forum/index.php?topic=12553.0)

My modlist (selected one arent enabled):

http://prntscr.com/pxhn3q

How did you manage to get Vayra's Sector running? Just tried it a second ago in a new save and just going into the simulator caused it to crash

12
Any mods that rely on vanilla StarSector as a base will cause the game to crash. Pretty much the only mods that work with Archean Order are ones that only add or change things that have nothing to do with the ships or weapons unfortunately.

13
The bounty system for this mod is so good! Is it possible to get a sub mod with just the bounties? I am currently trying the new Archean Order update with Nex, and honestly can't live without it!

14
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: November 08, 2019, 09:45:13 AM »
Could you post the differences between the two different versions of this mod if there are any?

15
Well I am very happy to announce that it does look like 0.9 changes has made it so that merging in Nex will be a lot easier. Probably not easy, but I think I can get it done. I'll give more details when I have them.  :)
Glad to hear! Keep up the great work!  :D

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