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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 - GigaVivian

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1
Mods / Re: [0.95.1a] Orks v1.0.4 "Scrapyard"
« on: July 02, 2022, 07:01:10 PM »
This Faction reminds me alot of the Kingdom of Terra Faction. With some of their ships built into asteroids, or flinging rocks right at their enemies. Also the same slamming their ships into the enemy. One of my favorite ways to play the game actually. ;D

2
Success now! Thank you so much for updating this and helping me troubleshoot, even though it seemed to have been another mod entirely.  ;D

3
No dice I'm afraid.
But I did figure out how to share the link properly I think. Try this

https://www.dropbox.com/s/b52ao521wgyp1xk/starsector.log?dl=0

4
Ah ok I'll reinstall the mod now and comeback with what happened.
And again, I don't quite know how to link Dropbox via viewing link.  :'(

5
Well I got a bit of an error report for Nexerelin (I think). As I was able to play 0.95a before adding Today's Nexerelin update for it. Now my game crashes upon sector generation, right after clicking start game after leveling my character at the beginning. I got a Fatal:Null error and (if I am reading it correctly, as I've never had to troubleshoot crashes for SS) in starsector.log I have some data missing from several of the .csv files

https://www.dropbox.com/home?preview=starsector.log
Please let me know if the Dropboxlinking does not work, as again I have never really had to do this, so I don't know if I am doing it right. XD

6
Mods / Re: [0.9.1a] Boggled's Terraforming Mod
« on: July 20, 2020, 06:21:00 PM »
Hold on plz do not delete this page (yet) as the version checker of past versions/this mod, Still link to this page. I would have been confused and had to find the new mod I need to get(and figure out which mod had its page deleted, since the Version Checker opens all mods with updates at once). And I'm pretty sure any other users of this older version would have had the same trouble.

7
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: April 10, 2020, 10:56:37 PM »
I've got my own problem to ask too. Some of my fighters are not engaging the enemy even when I switch from Regroup to Engage with Z. It's weird as half of my fighters do, the Intercepter wing, but my Support wing stays by my ship, despite their Engagement/Support range being the same. Is it because of their role? Even the AI/autopilot can't make them attack.

Edit: Answered my own question by changing their roles and tag in their wing_data.csv from Support to fighter, now they are attacking, problem solved.

8
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: April 10, 2020, 10:50:11 PM »
Hi everyone.

Been playing for a bit. Got a few colonies setup.

Am constantly getting targeted by pirates. Literally. A raid will barely have been beaten back when another one comes up.
Destroying a base gets me a few days of peace, then another one will get set up, usually in the same f*ing system, and I'm back to square 1.

What do?

Will the pirates ever stop coming? Do I need to get my standing with them up from -100? Are there mods that put a finite cap on the amount of pirates in the universe?

Thanks everyone.
The only ways to really stop a faction from attacking you is to ally them (which can take a long time, even longer if you are not playing a Nexerelin mod game) or... completely genocide them from the sector! By destroying all their known planets, then hunting down the last of their bases >NOT recommended< as bombing planets will just make the other, even bigger factions hate you, regardless of who you are bombing.

3rd is easiest but takes some preparation, just improve the colney defenses until pirates are too weak to do anything to your colonies. Then you don't really have to care about them. Best to have a nice big fleet of your own before starting colonies, then protecting them personally until they can defend themselves. (you don't have to guard the system(s) constantly, just get back when the raids count down) Lastly when you finally do have those defenses but attract bigger enemies, lure them around the map until your patrols dog pile them, then you go in last. If you go in before the patrols do, they just can't enter the fight at all, as the outside game does not keep running as a battle is going.

9
I can't find if this has been asked already, I know easy player damage has been mentioned alot, but what if I want to change the Damage types themselves? Like make Fragmentation damage deal 30% to all types but hull instead of 25%? As the player damage (assumingly) does not affect your >non-player controlled< fleet or ally's ships' vs enemy ships' (and vise versa) damage, right?

10
Well in the meantime before the patch (which shouldn't be too much longer but there's always a small chance it won't fix it). Is there any way to fix this ourselves like with Console Commands or editting how the game generates jump points for new games?

11
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: March 01, 2020, 12:29:12 AM »
Heya, does anyone have any idea how you could give the Mjolnir Cannon, the same lightning effect as the Lightning Gun? Probably a really hard to implement idea; Either way I just thought it would be a cool, logical effect to add to that very similar(ly themed) gun. Especially since I personally tinker with it and other vanilla guns to make them faster and more usable.  :D

12
Awl was hoping to somehow force the Hullmods to work together and get the Shield Bypass bonus of 50% more Flux Dissipation. Which is a bit underwhelming but better than having a bad shield that the (Officer) AI will overload themselves with. But I'll take removing the Hullmod as that will help the enemy AI not do the same. Personally like the Prospect of high risk, and (sometimes) High armor, no shield ships instead of crappy shield ships prone to overloading. Thanks to both you and Pandora for the help.

13
you will have to mess with the CSV files on the YRXP mod for you to change that little requirement. I did this to stop that horrid debuff with any missile not Yuri made.

Forgive me but, mess with what exactly? I'm looking in the hull_mods.csv, and I have no idea what does what in here. Other than the OP costs per ship size being self-explanatory (I think DX). Just want to know what exactly I would need to do to be able to use Shield Bypass over Imported Shield.

14
Have a bit of an issue/question. Tried to "fix" my new Raven ship's inherently poor shields, by straight up removing them with Ships & Weapons' Shield bypass. But it does not let me add it, as shown in this image: https://cdn.discordapp.com/attachments/353869735374356491/681712247398990065/unknown.png

Was this intentional since it circumvents the ship's Weakness? If not, any idea what could be stopping it, when (seemingly) other shield mods can be applied? Lastly is there a simple way I can fix this myself (if not reasonably intentional) and cannibalize the bad shields with Shield Bypass?

15
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: January 14, 2020, 07:37:22 AM »
Hm any chance we could have another version of this mod with just the weapons; The before mentioned options only seems to deal with the boss ships and bounties.

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