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Messages - ASSIMKO

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76
Modding / Re: [0.9.1a] Sol System (v0.2.2 - 1/21/2020)
« on: February 01, 2020, 01:39:59 AM »
Some of the moons/dwarf planets you include are really small with surface gravity less than 5% earth.  I don't know what the practical limit on colonizing a low gravity body would be, but I'd guess it might be around 10% = 0.1 g.

Moon = 0.165 g (for reference)
Ceres = 0.029
Enceladus = 0.011
Triton = 0.079
Oberon = 0.035

If you are aiming for completeness, you might consider adding Callisto (0.126 g), Eris (0.084) and Pluto (0.063).  But if you are aiming for realism I would cut out everything below around 0.1 g.



Yes, I missed pluto, he is a planet to me, so when I'm over thirty, the guys say he is no longer a planet, I don't agree. I would like to see these exosplanets as well as the moons mentioned by Alexzzz, but I would like to make a request to you: if possible, increase their orbit distance in relation to the planets they orbit, as it is unable to build gas traps, since it was alleged that the orbit was compromised (the same orbits that the moons of jupiter and saturn have), please.

77
Mods / Re: [0.9.1a] Adjusted Sector
« on: February 01, 2020, 01:17:24 AM »
Also, I'm currently running LazyLib, MagicLib, GraphicsLib, SkilledUp, Vayra's Ship Pack, and Legacy of Arkgneisis. Would any of those bump heads with this mod or will they all play nice?
[/quote]
I'm currently playing with all these mods and there was no problems whatsoever.
Although i've turned shaders off in graphicslib (got ctd, but that's probably due to my pc being trash-tier).
As for seed - i'm not sure. Try it out, and see what's gonna happen.
[/quote]


why did you disable the shaders ???

78
I guess I'll add defense fleet requests in the next version.

Does Nexelerin add AI colonizating outer worlds by itself? I'm tired of seeing the AI going for useless barren worlds any way to fix this? I just disabled the option in Vayra's sector
Nex adds its own NPC colonization function, which won't do random barren worlds (although some factions seem to like volcanic worlds that happen to have really good ore/transplutonic ore deposits a little too much). It doesn't touch how the Vayra colonial factions pick colony targets.

Where can I change to have more than 6 administrators in the colony? Because I would like to have more planets with him, I don't want to use Alpha Core.

79
Suggestions / Re: Let docked ships in storage help defend automatically
« on: January 23, 2020, 04:02:41 PM »
How about a compromise:

Player is able to grab a selection of ships from his storage, kit them out and hire officer(s) to send that fleet out as a permanent system patrol until it perishes. This could incur a monthly cost based on fleet strength.


Okay. I really liked the observations, but now I want the mod with the observations made by both of them to test it, and decide if it's worth it or not, because I have the same feeling when towing ships and ships to collect it and then disassemble or sell them. The ones I like always walk with me ¬¬.

80
Bug Reports & Support (modded) / Crach and bug.
« on: January 10, 2020, 11:03:15 AM »
java.lang.OutOfMemoryError: Java heap space
   at com.fs.starfarer.api.util.Misc.initNoise(Misc.java:1937)
   at com.fs.starfarer.api.impl.campaign.procgen.NebulaEditor.regenNoise(NebulaEditor.java:38)
   at data.scripts.SectorProcGenMod.generate(SectorProcGenMod.java:166)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Someone could help me, the game crashes right after I start a match and now badgeed for good. I already created new profiles but it is the same.6 the active mods, but already played with them before, then updated some and started to cross.

81
Bug Reports & Support / Re: Game fails to launch
« on: January 08, 2020, 11:35:57 AM »
If you did everything Alex said and didn't solve, all you have to do is uninstall it and download it again. And do the installation process again by clicking on the exe. as admin If you have not already.

82
Mods / Re: [0.9.1a] Supply Forging 1.0
« on: January 08, 2020, 03:27:59 AM »
Congratulations. I don't know if you read my thoughts or it was because I posted somewhere about it. Now I won't have to keep doing mirabolate accounts every time I want to turn metal into supplies using the console commander. kkkkkkkk.

83
It's in maintenance mode so I'll maintain compatibility. Removing the Outcast was planned for a while since they didn't really fit in with the rest of the mod well. Just moved over the Metafalica cause it's a nice ship





Ok. But I liked the ships going from the angelic to the dark, I thought I would see ships in the same style. Anyway thanks for the feedback and great hands.

84
General Discussion / ++Admin.
« on: January 07, 2020, 09:36:16 AM »
I was taking a look and just saw how to fire the admin, but I want to hire more. I have 7 colonies that I manage, but I want to put the administrators in 8 others that I intend to colonize. Is there any mod that does this or through the settings can I do this ??? Any suggestion???

85
Is the end of sylphon ??? will ships and weapons migrate to Tahlan Shipworks Mod ??? or is it really going to be discontinued ?????

86
Mods / Re: [0.9.1a] Better Colonies 1.2
« on: December 22, 2019, 02:47:58 AM »
I was looking forward to such a mod. Thanks for the mod.

87
Suggestions / Re: improve bounty time
« on: November 29, 2019, 11:29:06 AM »
Yes. I am using Hyperdriver. And I'm also using the Grand Sector, that is, the bounty, usually appear on the edges of the systems, getting, even with hyperdriver difficult to reach on time. And thanks in advance for the answer.

88
Suggestions / improve bounty time
« on: November 29, 2019, 07:30:38 AM »
Does anyone know how to change the duration time of das bounty ????? Because the bounty are coming up with 40 days and I wanted to increase to 90 days of availability, so I could have time to get to the solar system where the bounty is.

89
Blog Posts / Re: Raiding for Fun and Profit
« on: November 29, 2019, 02:31:20 AM »
It's great, but I want more time to reach the bounty, but the mission time is 40 days. How to change the duration time of a bounty ?????

90
Neither tested, but thanks in advance for the mod. I like to see your vision of the game before creating a mod. Congratulations. ;D ;D ;D ;D ;D

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