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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - Creepin

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46
General Discussion / Re: Editing saves/stats to increase logistics capacity
« on: September 24, 2015, 12:37:39 PM »
Console Commands -> AddLogistics
Thank you Histidine!
I was hoping for something that will feel less cheaty, but your way is still better than bluntly pumping up starting logistics!

It's still weird though that such a thing, that obviously should be externalised, is not.

47
General Discussion / Re: Editing saves/stats to increase logistics capacity
« on: September 23, 2015, 03:28:48 PM »
Ugh, any help with the matter above, folks? Can't believe nobody knows :(

48
Just wanted to point it out that download link in the post #239 (one with announcement of 0.8.3 release) actually leads to 0.8.1, while download link in start post leads to similarly outdated 0.8.2  ???

49
Or if you considered a strong level up boost, modify Character skill logistics in "\starsector-core\data\characters\skills\scripts\SkillData.json", named "LEADERSHIP_APTITUDE_LOGISTICS_BONUS" and/or "FLEET_LOGISTICS_LOGISTICS_STAT_BONUS".
Thought the same, tried it out by changing LEADERSHIP_APTITUDE_LOGISTICS_BONUS from 3 to 4, and FLEET_LOGISTICS_LOGISTICS_STAT_BONUS from 5 to 6. Sadly, no effect even upon starting new game: each point I put into aptitude still gives 3 logistics, and each point of Fleet Logistics skill still gives 5. Pretty much baffled at this point, as this was the obvious place to go.
So, what did I did wrong, and what should I have done to improve logistics boost upon levelup?

50
Mods / Re: [0.65.2a] The Knights Templar v0.9.4f
« on: May 29, 2015, 06:22:53 AM »
I mean, with such high-tech ships, I think they would pretty much be all atheists...
In real life, I would totally agree with you, but in computer game, I'll just let this tech-priest to look at you reproachfully.

51
Suggestions / Re: please remove the CR set.etc
« on: May 21, 2015, 05:24:42 AM »
Without necessarily agreeing with OP on the rest of his case (though pre-CR versions was sure fun, CR rarely hurts my desired game style), I do wholeheartedly agree that current implementation of game speed acceleration is painfully bad. And I mean it literally: after an hour of play my left little finger is actually hurting from keeping LShift pressed for 95% of the time spent on global map. Could we actually have it implemented as on/off switch please?

52
Suggestions / Re: Better AI for future SS Versions.
« on: May 18, 2015, 02:15:17 PM »
For example, if i give some ships an direct order to attack an important target they often or most of the time fight with target in "their way" and don't follow my command to shoot down the target!
As much as I am annoyed and frustrated to no end by this behaviour, especially so since I'm used to blind obedience of units in C&C, Starcraft and so on, I always saw this behaviour in SS as a successful and brilliant implementation of ship captains having minds of their own, making me, as a fleet commander, put their whimsical nature into account while creating my battle plans. Even though this feature is hated, it would be sad to have it gone.

However, seing as there will be actual "captains" implemented in the next SS patch, I think it would be great idea to add "promptitude in obeying" as one of captains skills, so that players could, if they wish to, assemble a cadre of 100% obedient captains.

53
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
« on: May 18, 2015, 11:01:54 AM »
Ahne, I believe what you need is located in starsector/starsector-core/data/characters/skills/scripts/SkillData.java
Open it with notepad, search for the entries with "logistics" in them and edit.

Upd: actually, I've found a better way: there's commented out and thus disabled skill, Coordinated maneuvers, in starsector\mods\Starsector Plus\data\characters\skills\skill_data.csv
Open it with notepad, search for the entry started with #coordinated_maneuvers and remove #. It will give you 10 logistics point without feeling cheating like option above :)

54
Modding / Re: A silly-ish mod request
« on: May 08, 2015, 07:47:45 AM »
Making a mod out of another intellectual property is extremely... meh.
Seriously? People "made a mods of another intellectual property" for thousands of years... it's sad how it took mere decades of brainwashing to turn it to "meh" for some.

55
General Discussion / Re: Why does the Warthog exist?
« on: April 08, 2015, 11:14:08 PM »
Soren, you're analyzing the ship on a false presumption that every ship must have "a clear attack role" or whatnot. Well that couldn't be less true. This is not some bloody chess game, this is a fantastic universe, and to be, and feel, alive and convincing it should have good ships, mediocre ships, bad ships, weird ships, rare ships, experimental ships, outdated ships, even ships that are evolutionary deadend.

56
Modding / Re: How to increase bonus to ordnance from skills?
« on: February 23, 2015, 05:41:22 AM »
Tartiflette, thanks a lot! :)

57
Modding / How to increase bonus to ordnance from skills?
« on: February 23, 2015, 04:12:04 AM »
Normally both Computer Systems & Mechanical Engineering give 1% to ordnance per level. Say I want to make it 2% per level, what should I do? I checked various files within "campaign" folder, and at my best guess I had to modify ComputerSystemsEffect1.java & MechanicalEngineeringEffect1.java files respectively. Sadly, I had no idea what to change there: if there would be "1" somewhere, I would changed it to "2" believing it's a percent per level and call it a day, but there's no "1"s so I have no idea what to modify.
Any hint? :)

58
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
« on: February 22, 2015, 01:15:22 PM »
Because if anything shows "Neutral" it's a bug because the "Neutral" faction doesn't exist.  You're most likely thinking of the Citadel system, which used to have that bug.
Just checked vanilla and neutral fleets indeed doesn't had any prefix, be it "Neutral" or "Independent". Guess my memory playing tricks then, sorry for that and thanks for the fast response :)

59
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
« on: February 22, 2015, 01:02:47 PM »
Is it as intended that under 2.6.5 neutrals lose their "Neutral" prefix, fielding "Mercenary Patrol" instead of "Neutral Mercenary Patrol", "Fast Picquet" instead of "Neutral Fast Picquet" and so on?

60
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« on: February 21, 2015, 04:18:42 AM »
Thanks Deathfly, this looks exactly like my case! Updating right away :)

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