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Messages - Ali

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16
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.33
« on: February 07, 2022, 10:26:05 AM »
How many vanilla hull-mods don't have an additional effect under this mod?

Would be good if it allowed the player to customise the effects their end so if a person finds an effect too weak or too strong it can be adjusted without changing the mod for anyone else.

17
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: December 26, 2021, 12:00:50 PM »
There's a new dev version that fixes AddOfficer. Grab it here.

This version should also prevent the crash when opening the console at very high resolutions with the background enabled, but I've been unable to test that as my computer doesn't experience that crash. If anyone who has that bug could confirm it's fixed, it'd be greatly appreciated.

Thanks so much for the prompt update!  ;D

18
Bug Reports & Support / Re: JVM ram not allocated to maximum at start
« on: December 25, 2021, 03:43:07 AM »
Cheers!!

That sorted it!  :D

19
Bug Reports & Support / JVM ram not allocated to maximum at start
« on: December 25, 2021, 02:18:55 AM »
Hello,

Please could someone tell me wha this means?

after a few hours in i had a message about being short on memory so i upped the allocation in vwparams to 6gig then to 8 gig ( 8192 ) but this error message isn't going away?

Many thanks

20
Mods / Re: [0.95a] Console Commands v2021.04.10
« on: December 24, 2021, 09:58:29 AM »
Really hope "addofficer" is fixed soon!! :(

i like to spend a bit of time making sure i have the 10 officers i exactly want with the right portraits etc and am really missing not being able to do this atm :(

Many thanks for this for what is to me an "essential" mod!! :)

cheers
Al

21
Heya,

Please can someone advise what setting i need to adjust to ensure that a positive trait gained is always at it highest / best setting?

I'm looking at ""bonusChanceRandomness":0.05" and not sure if i need to change it or if i do what to change it to?

Cheers
Al

22
Just to say this is 1 of my top & essential mods!

Love that it is so customisable to suit individual tastes and really hope it continues to be updated to work with future versions of Starsector!

Thanks so much! :)

23
Apologies if this has already been mentioned somewhere else? had a look and couldn't see it anywhere.

i don't recall the explsoion screen flash existing in 0.91 and whilst i can see for some its a good effect, for me personally i have to look away everytime a ship goes boom!

Not that it doesn't make sense to start with given the reality of a ship goin boom but after a good number of ships goin boom! The white flash is gettin mildy annoying :/

If there is an option to tone down the screen flash - that'd be appreciated! :)

Lovin 0.95 otherwise, just hoping for a few skill buffs in next update please! ( range spec / automated ships etc )

Many thanks!

24
Mods / Re: [0.9.1a] Underworld 1.4.7
« on: January 11, 2021, 02:27:30 PM »
YES!!!!   ;D ;D ;D ;D ;D

Why do i have to work the rest of the week damn it!!  :'( :'( :'(

25
Some ships i get have some dodgy names ;p

A button to re-roll the name would b a welcome QoL addition.

Cheers.

26
General Discussion / Re: Thanks for this amazing game!
« on: December 22, 2020, 05:37:48 AM »
2nd'd also!!

Whilst the development / release can be a little slow for my tastes, the end product is a true treasure!!

Am a little disapointed the new update has yet to go live but am sure it'll be well worth the wait!! Hopefully they'll be more success further down the line so Alex can afford to hire additional staff and push out the content a lil faster!  :P

As we get nearer and nearer to 1.0 release, am v.hopeful the game gets a good reception on steam, epic store, gog etc ( if Alex does indeed intend to relaease via those platforms later down the line ) so content can keep coming for years to come.

Post version 1, would buy an expansion in a heartbeat as in my opinion the £20 or so i paid has been returned many times over in enjoyment hours!

Without doubt one of my top 3 games that i like many others keep coming back to.

The ease of customising games and mods to a individuals liking so powers gamers like me can fulfill their muderous tastes is a true marvel that i don't think i've found as simple and easy with any other game ever ( and my steam library is scarily vast lol )




27
Mods / Re: [0.9.1a] Underworld 1.4.5
« on: November 02, 2020, 02:02:49 PM »
ah if its just balistic to composite then great! :)  ( as long as no nerf's!! )

i look at some of the other cap ships with their cool "pd batteries" and compared on that front the infernus seems to lack a little :(

+ for me personally the infernus just isn't deadly / intimidating enough..

i come across 1 in my paragon and a few seconds later, it's toast :( ( i'll have some aurora's with me as well so addmitidly its not like its a fair fight even if it was buffed but still )

I haven't played starsector in ages ( waiting on the update so maybe with the changes since things may be different - will see )

Maybe this year Santa will hide a "mod-infernus" behind a console command! - i can but dream! ;p


28
Mods / Re: [0.9.1a] Underworld 1.4.5
« on: November 02, 2020, 11:22:40 AM »
Really hope the Dragon doesn't get changed at all - it's 1 of my favouriate ships!!!

The only change Underworld needs is higher turret density on the infernus to match / eclipse the dragon and babrbarian!!  ;D

Oh and more ships / cool pirate theme'd mods with no downsides please!

29
Missile does the knockback, not the ship, would not wan see that change sorry.

30
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.11.0
« on: July 12, 2020, 02:12:55 PM »
Great to see another update on this AAA mod!!

Bit gutted to see one of my fav ships ( Circe ) not looking as good as the previous sprite imo but nice to see it's gained more power by the looks!  ;D

maybe it'll grow on me.. :)

Al

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