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31
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 16, 2023, 10:31:44 PM »
So I installed this and got it up and running and so far it is siiiccckkkk. I got a couple of questions before get really stuck into it though:

-Do Astropolis inherit the resource nodes of the planet they are orbiting? I have an high hazard planet in my system that has ruins and I would like to get a Domain Archaeology up and running.

-Following on from that does the Domain Archaeology building increase its production with colony size/installed AI cores? I want to figure out how many Domain-era Artifacts I can make per month so I can plan my improvements.

-Does having a Domain Archaeology building conflict with techmining?

-I have a world thats frozen with farmland I going to terraform to a Terran world. I also want to do the farmland resource improvement on it but at the moment it says I don't have enough water. Once its terraformed will the water requirement be satisfied or should I be looking at setting up a mining station?

-No
-Yes
-No
-No, you need a station with asteroid processing or Ismara Sling on an elegible planet.

32
Modding / Re: [0.96a-RC9] Sequence Fighter
« on: May 16, 2023, 12:14:07 PM »
Is this another *** post or is this actually a mod?

I'm confused by the heavy amounts of "funny" text.
yeah, u re kinda right...
I'll add a screenshot and video so it looks less suspicious

That would certainly help.

33
Modding / Re: [0.96a-RC9] Sequence Fighter
« on: May 15, 2023, 02:28:54 PM »
Is this another *** post or is this actually a mod?

I'm confused by the heavy amounts of "funny" text.

34
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 06, 2023, 11:20:20 AM »
Could've certainly not made that sound like an order.

New version has less than 24 hours since release and people already are getting uppity.

35
Mods / Re: [0.95.1a] Diable Avionics 2.70rc1 (2023/04/09)
« on: April 10, 2023, 03:29:41 PM »
Hey, a new update! Does this mean that diable ships are no longer made out of tissue paper?

36
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: March 01, 2023, 04:45:17 PM »
Have you ever considered using LunaLib to handle the ample amount of configurable options that are in TASC?

That way they can be done in-game rather than having to mess around with an external file and the simplicity, i think, would be overall beneficial for TASC.

I wasn't previously aware that mod existed. I'll look into integrating it into TASC. Thanks for bringing this to my attention!

It's a relatevely recent, and even more recent that i saw it in-game. Sundog's mods like Ruthless Sector, Starship Legends and a few more use it in case you need an example of how it looks in-game.

My only concern is that I don't want users to have to download an additional mod as a dependency for TASC, and to have the game crash on startup if they fail to do so. Hopefully I can find a way to integrate that functionality for users who have LunaLib without forcing all players to have it.

It seems like you're not the only one with that concern as mentioned here, in these patch notes for this mod.

Or at least the text gives the implication that LunaLib can be used for QoL but it's not needed strictly.

37
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 28, 2023, 05:01:56 PM »
Have you ever considered using LunaLib to handle the ample amount of configurable options that are in TASC?

That way they can be done in-game rather than having to mess around with an external file and the simplicity, i think, would be overall beneficial for TASC.

I wasn't previously aware that mod existed. I'll look into integrating it into TASC. Thanks for bringing this to my attention!

It's a relatevely recent, and even more recent that i saw it in-game. Sundog's mods like Ruthless Sector, Starship Legends and a few more use it in case you need an example of how it looks in-game.

38
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 27, 2023, 08:22:14 PM »
Have you ever considered using LunaLib to handle the ample amount of configurable options that are in TASC?

That way they can be done in-game rather than having to mess around with an external file and the simplicity, i think, would be overall beneficial for TASC.

39
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: February 20, 2023, 03:37:03 PM »
So I got the excelsior with everything recoverable but it's not as good now. Because when I fought it, it was jumping all over me and I could barely get a shot in. What kind of loadout should I use? Also I'm not piloting it, I've got a different ship and for certain reasons I'm staying on it.

One of the reasons why the Excelsior is OP that not many realizes is that the pilot from the bounty has every possible pilot skill available and more, and it's also of reckless personality, meaning he will just take suicide dives that it can very easily survive because it has resources to spare thanks to it's insanely boosted stats.

The Excelsior is one of those ships that will scale particularly high on a skilled pilot but will also fail miserably if it's pilot does not meet it's high standards.

In short: You jst have to gitgud.

40
Modding / Re: Automated scouting
« on: February 18, 2023, 04:23:58 AM »
Does anyone know of a mod that does automated scouting? Similar to how Operatives work in Nexerelin. I would like them to move around, scouting planets randomly and deducting money at the end of the month.

I doubt that's a good idea to implement, a big part of the appeal of Starsector is the exploration and finding the mysteries beyond the core worlds as well as adapting to whatever threats are there.

By having an auto-scouter, you effectively neuter an important element of the game for a little comfort.

41
Mods / Re: [0.95.1a] Unknown Skies v0.43 (2021/03/27)
« on: February 16, 2023, 02:31:17 PM »
Since Tartiflette is gonna be abcent of the modding scene for the time being, since he didn't give explicit permission for someone else to take care of this mod like he did with his other ones, does this mean this one will just float in limbo and eventually vanish into obscurity once the starsector update hits?

42
Mods / Re: [0.95.1a] Adversary: Customizable Star Systems (v1.1.0)
« on: January 29, 2023, 08:31:46 PM »
Is there a way to use this mod just to spawn the custom system. As in, no Adversary faction or Optimal system, just the player-configured one?

Yes; if you haven't touched this mod's settings.json yet, go open it and change "enableOptimalStarSystem" to false, which will disable the Optimal system (and the Adversary faction by default) from spawning. I also recommend setting "enableAdversaryDoctrineChange" to false, but doing so is optional.

This is great. I never bothered to check the mod before as I figured the heavily advertised faction would be a hard coded into the mod with no option to disable it. Now that you mentioned this, I will most certainly check it out, as I like the idea of a customizable system of sorts.

43
Mods / Re: [0.95a] Capture Officers and Crew
« on: January 25, 2023, 07:48:12 PM »
Working on my own reimplementation of the officer capture mechanic - would like to credit Kensington for doing it first. Best wishes on his future work.

edit: too slow on my part, Matt Damon beat me to it with a better implementation

What's the mod called and link?
"Take No Prisoners" and it's discord exclusive.

44

1-) A while ago you revmouved the Void Extration

Void extraction isn't from indevo. Get your mods right!

45
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« on: January 21, 2023, 07:25:16 PM »
Something that bothers me about the autonomous battlestation is that when built it'll label that planet with the (military) tag as if it had a military base and such. The problem is, if i wanna build the AI battlestation on all my planets then every planet will have the tag and it's a little weird, would you consider removing the tag for the AI battlestation?

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