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Messages - Inventor Raccoon

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31
-snip-
The Edict can be found while scavenging (alongside its blueprint if you're lucky) and is used by Remnants.

32
To preface, I normally lurk, but I literally made an account to say this mod is an absolute blast! Thank you for making this Racoon!
<3

Hmm. I added the mod mid game would that be an issue with mission 1? I'm in the system but I dont see any markers nor any unidentified sensor contacts.
It shouldn't cause any issues if added midgame. Unfortunately, the quest objects can be a bit difficult to find sometimes - if you can't find them, try flying increasingly large circles starting at the furthest jump point.

33
Mods / Re: [0.95.1a] Starpocalypse 2.3.1 - more apocalyptic settings
« on: July 16, 2022, 07:45:29 PM »
I've had this mod on for a couple playthroughs and have been enjoying the rustbucket fleet and stingy markets (good work on that! I like the mod even if I'm about to get a little annoyed), and initially liked the idea of stingy recoveries until I realised I'd gotten to the midgame and completely failed to find a single incident of unopened sleeper pods or other similar special salvage events.

... and so I checked Github to discover that the mod runs a constant script that purges all special salvage data from salvagable entities (and debris fields) in the player's current location, not just the ship-is-recoverable salvage data.

I feel this should be pretty clearly signposted if it's an intentional difficulty change because it's not mentioned anywhere and I went in with the assumption it would only touch the vanilla "ship is recoverable" salvage special. It also probably should be changed because it appears fairly aggressive and could easily break mods or even vanilla (I haven't checked but iirc there's an issue on Github about it breaking the Hamatsu interaction)

34
Suggestions / Re: Simplify intel tag order
« on: June 18, 2022, 06:36:30 AM »
Big fan of this, especially the use of colors for the tags, which helps an absolute ton, even to find default-colored tags if you just know it should be about halfway between colony-threat-red and story-green.

35
I'm sorry to use machinetranslation. How should I start the mission, whether to visit the bar of a specific planet or explore those unknown galaxies
Spoiler
The first quest will show up in bars once you're level 7
You will be led to the second once after you've completed the first
The third will appear after the second is complete
[close]

36
Mods / Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
« on: June 13, 2022, 03:34:09 PM »
I'm getting a crash because of removed content. Any chance for a fix or solution so I can keep my save, last version had a crash with lasers and I cant continue. Thanks!
Sorry, the Anti-Ship Mine Bays hullmod was removed in a save-breaking update that released in March 2020. The only solution is not updating beyond that really old version of AE.

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Sorry, it turns out Version Checker has an issue with letters sometimes, I'll have it fixed for the next update.

38
If I remember correctly one valid point made by Alex is that the existence and non-viability of Recovery Shuttles kind of makes a statement in its own right - you can save the lives of your fighter pilots with great effectiveness, at just a small cost in combat effectiveness... but if you only see your crew as the human beings they are, and not as the disposable resource they are mechanically.

That said, fighter pilot experience would be neat but it'd unfortunately be likely to fall into the same pits as the old crew experience system did (since, well, it's basically the same thing but without applying to ships), whereas marines are mostly just a resource that can become more effective per-marine as it's used

39
Mods / Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
« on: June 05, 2022, 09:21:16 AM »
Hi, all. I'm pushing a very, very quick patch to Arsenal Expansion to add a bit of mod compatibility. I'm not "back to work" on the mod or anything, it's just a little thing to help out anyone still playing it and clean up an issue that has arisen.

Firstly, I've added a Nexerelin profile to the Ninth Battlegroup. This should allow them to make use of that mod's 4x abilities, invasions, diplomacy (they still start off hating everyone), etc. You can also start off as part of their faction.

Secondly, I've gone and patched out the A Promise quest from the mod. On its own, the only change is that the bar event for the quest won't appear anymore.

If you have Secrets of the Frontier and are using its Watcher Beyond the Walls module (which contains an expanded, updated and overall better version of A Promise plus a few more quests involving Sierra), there's some extra code to make sure the two mods don't overlap:
- When you load an existing save, it'll try and convert the Request Assistance ability and the Edict Stormblaster to their SoTF versions
- When you load a save where you have AE's version of Sierra, her ship will automatically be scuttled and Sierra removed from your officer list (sorry, that's just the best way to do this). If this happens, you'll receive 120,000 credits and 4 story points as compensation so you can buy and s-mod a new ship to replace the old Vow

That's all, enjoy!

40
Hey, this is a report from a previous version, but in my world I found 2 Sierra questlines (as in a system with that station and the NPC), so I ended up with 2 separate skills to call for help and two Sierra ships. I'm betting that wasn't intended. Reporting it just in case it wasn't fixed.
Yeah, this probably will happen if you're running Arsenal Expansion and this mod at the same time.

I'm currently working on a small update to Arsenal Expansion to disable its version of Sierra's quest and retroactively fix any overlap, it should be out later today. EDIT: Said patch is out.

41
Hi, all! New update is out now, fixing a good handful of bugs, doing a bit of balancing and adding a few neat tidbits here and there, including support for Nexerelin's version checker. Got more Gamma Cores than you know what to do with, and don't feel like pawning them off to Tri-Tachyon? If you're one for Automated Ships, you might find some use in carrying a few cores around on you...

... and you might find a little something near the lion's heart...

HOTFIX 0.12a: I forgot to remove the test code that makes Network Hubs spawn everywhere. Oops.

Changelog below:
Spoiler
PRERELEASE 0.12
- Added Version Checker support

- Added a little teaser near the lion's heart
- Added Sierra conversations for people who are bad at budgeting and have questionable choice in literature
- Pledge: Buffed ordnance points 100 > 105
- Concord ships now have built-in Phase Field
- Anomalous Shift now halves shield upkeep while phased, increased speed boost (50% > 75%)
- Expanded description of Sierra's Concord to explain officer mechanic and ship system
- Slightly increased lesser wisp hull points
- Reduced performance impact of dancing ghosts
- Decreased spawn rate of tour guide ghosts
- Added some compatibility with modded scanning abilities (e.g Seeker's enhanced neutrino detector)
- Fixed up Sierra as in-combat officer, reducing jankiness
- Fixed crash when launching without WBTW module

- Battlespace generation will prioritise placing SoTF objectives in the middle of the two fleets
- Automated Ships skill now allows for any spare AI cores in cargo to remotely captain spawned droneships (which also allows player to issue them orders). Some NPC factions can also do this, determined by a new remote_ai_factions.csv in config/fronsec.
- Removed reinforcement objectives from pursuit battles
- Fixed turret/bombardier emplacements having hidden flux bars (despite having shields now)
[close]

42
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: April 30, 2022, 01:01:31 PM »
Loving all that you're putting out here, I'm excited to see the factions stand out from each other where they might have not before.

... also, the Lion's Guard being turned into the, ah, """elite""" forces of the Diktat because everything they use is based on the Faultless Will and Vision of the Supreme Executor Philip Andrada Who Is Definitely Not A Complete Narcissistic Lunatic is absolutely hilarious, especially the unique energy weapons that would hypothetically be fantastic if somebody with any sense of loadout design (perhaps an upstart spacer suddenly rising to fame) got their hands on them.

43
CTD with new update, ended a battle and after salvaging I get this:
Hi, sorry, you were unlucky enough to download before I hotfixed this issue. Redownloading should do the trick.

44
So this mod also adds the 'Promise' questline ? Is it going to cause any incompabilities if I'm still using the arsenal expansion unnofficial 0.95 update ?
There are no incompatibilities but you'll end up doing A Promise twice, first the SoTF version and then the old AE version. To avoid this, you can disable AE's version of the quest in its config file.

45
This won't break an ongoing save that was on 10.1 previously, correct?
It's fully save compatible as far as I'm aware.

Also, I just pushed a hotfix to fix a CTD issue, sorry for any inconvenience.

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