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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Clibanarius

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1
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 24, 2019, 12:32:37 AM »
Oh, I finally had a destabilizing colony pop up in my game and got to the planet to see what the dealy was. Looks like Xeno-Fungus (shrooms) from Unknown Skies is being a turd and doing -3 stability, which is just enough to put this core world into the red on stability. Screenshot here, not that I imagine it's gonna help with Nexerelin too much, haha.

https://i.imgur.com/mTnHZBi.png

2
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 19, 2019, 03:13:59 PM »
I dunno if this is intended behavior or not, but I'm seeing a fair amount of Luddic Path and now Pirate bases going into shambles and then collapsing circa early-middle 207 in my game. Random-genned sector. If that's okay and not unintended, I can cope with that. Just curious is all!

I am also Mid 207 and a decent amount of junk pirate and luddic path colonies are failing. i am using the 2x vast expanse mod and and a randomly generated sector with the max amount of colonized planets. The planets that are destabilized are way out in the fringes and I feel that they are just too far from supply lines to be getting what they need. I will try to head out there in check but some of these systems are out of my reach.
Using the 1.3x size Grand Sector mod myself. Might be the case, as they ARE colonies out in the boonies that're getting depopped.

3
Bug Reports & Support (modded) / Re: Poor performance in battles
« on: August 19, 2019, 06:07:50 AM »
SpeedUp it is! Seems, anyway! Even without using the activator, it takes a lot of processing power.

4
Bug Reports & Support (modded) / Re: Poor performance in battles
« on: August 19, 2019, 06:01:27 AM »
As I have been having the exact same issue, I've been tinkering to see which mod is causing the problem, as I can get nearly 60 FPS during a battle normally, but with NEARLY THE SAME MODLIST AS YOURS I'm getting drops to 24 during heated combat. I've narrowed it down to Audio Plus, SpeedUp, or Unknown Skies. Will have an answer shortly as to which it is.

5
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 18, 2019, 10:48:12 PM »
I dunno if this is intended behavior or not, but I'm seeing a fair amount of Luddic Path and now Pirate bases going into shambles and then collapsing circa early-middle 207 in my game. Random-genned sector. If that's okay and not unintended, I can cope with that. Just curious is all!

6
Mods / Re: [0.9.1a] Grand Sector
« on: August 18, 2019, 06:23:35 AM »
Might I proffer an explanation as to why Nexerelin's version of the hyperspace map might conflict? The game loads mods in alphabetical order. Certain mods are named 'ZZ Mod Name' in the loader to address this. If you rename the mod in its mod_info.json to that format, you should be good.

7
Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 13, 2019, 08:53:19 PM »
I got the base mod working just fine and have been playing it without issue for a couple of days now. But I can't figure out how to add another faction to the game. Specifically ORA, SCY, and DIABLE.

I got the faction folders extracted into the mod folder of the game, I just don't know where to go from here.

I'm fairly inept when it comes to tech in general, so the solution is probably in front of me and I just haven't seen it.
When you launch Starsector, there should be a button on the launcher that says 'mods', have you enabled them in there? If not, that's the thing.

8
My flagship, the Kropotkin, would agree with this.

9
Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 11, 2019, 03:42:56 AM »
I've just started a game with this mod and chose the derelict empire not really understanding what I was getting into.

My first mission was from the independents faction for a shipment of goods to a planet 30ly away; when I arrived I discovered that I couldn't land, the planet is apparently owned by the derelict faction. What is the design intent of the derelict faction? In-game there's not really any clue as to who/what they are, why they are (apparently?) at war with everyone, and why I can't land on their planets even with transponders off.

Am I even supposed to get missions to planets owned by them in the first place? Are they supposed to produce market goods despite not being interactable except as military targets?
I have a feeling you got a mission to deliver goods to a planet that got taken over in the intervening months. Derelict Empire, as little as I've played of it, seems to be a mode where there's an active war at all times between Us and Them. It's high-octane and not necessarily... meant for starters.

10
Mods / Re: [0.9.1a] Blue (0.5.2) Mod - Some odd comeback banter
« on: August 10, 2019, 01:44:34 PM »
Minor thing: XLU faction is non-hostile to Pirates at game start.

11
Mods / Re: [0.9a] Automatic Orders 0.3.2
« on: August 09, 2019, 07:16:18 PM »
It's compatible. The only real changes between .9 and .9.1 were in ship prices. If something doesn't have ship prices, it's generally good! I've been using Automatic Orders in my games for a while, no issues.

12
Not to spoil anything, but some news regarding this is on the Discord.

13
Mods / Re: [0.9.1a] Interstellar Imperium 2.1.0
« on: August 07, 2019, 09:29:38 PM »
Yeah. Imperial markets will carry them, just not at the rate we'd prefer is all, hah. I've seen all 3 appear before there, it's just not the most easy thing to find when you friggin' want them so you can kit out your Imperial fleet properly!

14
Mods / Re: [0.8.1a] Degenerate Portrait Pack v1.1
« on: August 06, 2019, 11:31:19 AM »
Whoops, my mistake there, yeah. I realized shortly after posting, haha. No matter!

15
Mods / Re: [0.8.1a] Degenerate Portrait Pack v1.1
« on: August 06, 2019, 07:52:48 AM »
For what it's worth, Soren, I appreciate the mod even if I don't intend to use it in a serious game! That's a loooooooooooooooooooooooootta anime waifus you've collected. :P

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