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Messages - Johnny Cocas

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16
What are you working on next for the mod? If I recall you wanted to move away from being starwars mod?

Indeed I am, but new ships will take time and are not in the top of the to-do list.
Next update there will be some ship balancing, tweaks to some ship systems, some changes and fixes to the planets as well, and probably some more changes.

Regarding the "moving away from star wars" part, there are currently no star wars names nor portraits in the mod anymore, and the only similarity as of now is in the shape of the ships. When new ships are designed at least a couple will still have the wedge shape that became so known to this mod, but the ships will have more variety in terms of shape and weapon placement, and some will have large weapon mounts as well, something that is lacking right now...

This is as much as I can tell right now, time will tell the rest and make this a reality  ;)

17
Hi evryone, first of all, thanks a lot for this mod, i can't tell how exited i was when i saw the design of your ship, but i didn't find any of them right now, so here is  my question, is there colony or planet than i should look at to find those ship and weapon or is it only thanks to blueprint than will have some ? Thanks again for your mod. OH and maybe i misunderstood but i think i heard than you were working on new ship design different from stars wars ? i just thought about The Expanse i dont know if you know this Sci-Fi show but it could be great i think. Thank you for you attention and once again great work people !

Yes, there are some planets that will sell said ships. Did you activate the mod in the game launcher and/or unzip it first? If the mod is active 4 new star systems should appear on the map on the top right corner of the core worlds, unless you are trying to load the game into an existing save, a new save is required for the planets to appear

18
They did that on purpose.

It's still a mistake.  I don't know why people feel compelled to make factions with more military power than the Hegemony, or single worlds with higher industrial output than the rest of the sector combined.  Is it some kind of power-fantasy thing?  Because it certainly is balance breaking, that's for sure.

Don't get me wrong, I like the mod and I love the ships, but the idea of "Fringe" nation having that kind of doom-stack production ability kind of defeats their own backstory, does it not?

You are both right, code does not appear by accident and this is no exception, but it is also true that a bit of common sense and proper testing could prevent things like this to happen....

I'll revisit the planetary systems and tweak this (among other things), don't worry!
Thanks for the feedback/heads up!

19
I'm downloading this just for the Star Destroyers.   :D

Eheheh, hope you enjoy it!  ;)

20
First off, bravo.  Love this faction. 
Just a quick bug report you probably already know:
Ship named Submission is a Cruiser with the stats and description of a Destroyer. Price/Size and DP of a Cruiser.

I hear you are a busy dude, but if you ever get around to updating this mod I for one would be thrilled.  Huge fan of the new weapons.  The Singularity ability is the most fun I've had in this game.  "Nothing personal, kid" every time you hit F.

Thanks a bunch!

First of all, thank you for all the support! It's always nice to hear such words  ;D

Yes, there is an update in the works that (among other changes) will fix many of the issues with oversized ships for their classes and will remove many of them as well, mostly "duplicate ships" (both visual and in function), and the Submission is one of them! Time has been an issue, yes, and my original plan of releasing it at the end of January is clearly gone long ago... I may call for some vacations soon so I have time to deal with the mod and other personal issues... We'll see!

The singularity ability is still missing something... Maybe not in the next update but soon(ish) I'd like to revisit it and tweak the visuals a bit so it looks more satisfying to use (and scary to fall prey to), so stick around! ;)

Thanks for the feedback!

21
Modding / Re: [0.9.1a] Langly's Terraforming
« on: January 20, 2020, 04:25:12 AM »
If your mod is similar to Boggled's you may need to add compatibility to some mods that add custom planets, such as Fringe Defence Syndicate (FDS), perhaps that is the cause for that error Plasmatic is having?

22
So i hate to ask this, but how do you get to the new Mission that came with the update? bit new to star sector and a bit stupid

The "missions" my mod adds are custom missions that are accessible from the main menu, just scroll the list until you see the FDS flag  ;)

23
i downloaded the mod put it into the mod folder started up starsector, nothing its not in the place to enable mods, just nothing, can you help?

The file structure should be this for the mod to be installed:

Code
Starsector/mods/FDS/data

If this file path does not exist the mod won't work.
Did you have any previous version of the mod installed?

Edit: Did you extract the .zip file?

24
What should the Maintanance Yard structure do? It doesn't seem to modify quality (at least as the Fleet tooltip shows) despite being fully supplied with the maintanance bots from the other structure, and the other demanded goods as well.

They should improve ship quality, but they are not showing in the tooltip. This is a bug I have forgotten, but will take note so I won't forget to fix it in the next update, thanks :D

25
Is the loyalty supposed to be a destroyer? It seems like its a frigate that got accidentally assigned the destroyer role in coding

There is some truth in there, several ships are sized above/below their current role... Stuff like that is slowly being worked on as a temporary solution until new sprites are made for all ships in the mod, so hang in there ;)

26
Well, to have one you only need to update the mod xD

27
I assume this will break my saves?

Yes, quite badly... I did many changes to files that now either do not exist anymore or work in a different way, so old save compatibility is null.

28
to start things off, we have this nifty little error that pops up once i run the game. game loads fine without fds on. did i somehow not get all the files i needed while downloading?



and to end it two questions.
1: are we suppose to be able to find the bp for the laser weapon the fighters use?
2: did this update fix an issue (or was a it a known issue) where one of the fds ships would glitch out in the production screen thus being unable to be made. cant remember which one but it was either the Penitence or the Prudence.

First off, delete the old FDS folder before installing the new one. I'mm 100% sure that crash is being caused by overwriting the FDS folder when updating instead of deleting the old folder first, what is happening there is I deleted files in between versions and since you didn't erase them from your installation they are trying to load into the game...


ALWAYS delete the old mod folder before updating a mod, this is a rule that applies to ALL mods! You are the third guy that comes to me with that exact same error xD


Answering your questions:
1 - It depends... Some weapons used by fighters are also available to normal ships, but as a general rule no, that should not happen. Could you be more specific?
2 - I remember someone mentioning that error, but I was unable to replicate it... I'll keep trying to find it.

29
The new patch is not compatible with existing save games running the previous version. I guess this is due to the droid changes/merge.

The droid merge is the least of the problems here... several systems, projectiles, hullmods and items were changed, both in names and files, so running the mod on a older save is impossible.

Edit: As a general rule, if the version of the mod goes up from v0.10.0 to v0.11.0 you need a new save, but if it goes from v0.11.0 to v0.11.1 it should be save compatible, unless stated otherwise. At least that is how I try to work on my mod.

30
FDS has finally updated!!!

You may expect some balancing around the PPT and monthly supply cost of each ship, as well as the cargo capacity of the freighters and fleet points of some ships, a new ship system, and a couple more changes.

Some bugs have been squashed, including the Nexerelin ID issue and the file extension problem with Unix!

More details in the Changelog ;)

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