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News:

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

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 1 
 on: Today at 11:59:19 AM 
Started by serp - Last post by Alex
Patrols don't factor into Pather cell incidents at all, iirc.

 2 
 on: Today at 11:42:01 AM 
Started by SirHartley - Last post by A_Random_Dude
The tech tree, the research linked to it and the improved fertilizer are from Ashes of the Domain, not Ind.Evo.

 3 
 on: Today at 11:40:07 AM 
Started by boggled - Last post by Spardok
Is there anyway to allow building a hypershunt on other star types? If not I'm halfway tempted to just change the star in my system to a blue one using console lol.

 4 
 on: Today at 11:26:16 AM 
Started by SirHartley - Last post by IverHR
Wonderful mod! I took me an embarrassingly long time to realize the tech tree even existed :D

However, my game keeps crashing after researching 'Improved Fertilizers' and clicking on the Farming industry from the colony screen.

This is the message
Spoiler
Fatal: Cannot invoke
"com.fs.starfarer.api.campaign.SectorEntityToken.getMemoryWithoutUpdate()" because "this.tiedEntity" is null
Check starsector.log for more info. 
[close]

The log just shows a ton of loaded files as I can see it, not sure how to pinpoint the exact event.

These are my enabled mods
Spoiler
"enabledMods": [
  "PAGSM",
  "$$$_DakkaHolics_sprites",
  "aitweaks",
  "advanced_gunnery_control_dbeaa06e",
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "armaa",
  "timid_admins",
  "HMI_brighton",
  "chatter",
  "timid_commissioned_hull_mods",
  "timid_cum",
  "diableavionics",
  "Diktat Enhancement",
  "dex",
  "dynamictariffs",
  "fleet_journal",
  "HMI_SV",
  "HMI",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "lw_lazylib",
  "luddenhance",
  "luddenhanceied",
  "lunalib",
  "MagicLib",
  "Marvelous-Personas",
  "Mayasuran Navy",
  "MoreBarMissions",
  "MoreMilitaryMissions",
  "nexerelin",
  "sun_nomadic_survival",
  "officerExtension",
  "JYDR",
  "PirateMiniMegaMod",
  "progressiveSMods",
  "QualityCaptains",
  "sun_ruthless_sector",
  "swp",
  "speedUp",
  "alcoholism",
  "timid_supply_forging",
  "knights_of_ludd",
  "timid_tmi",
  "TrulyAutomatedShips",
  "underworld",
  "uaf",
  "US",
  "URW",
  "whichmod",
  "audio_plus",
  "shaderLib",
  "Rouge_Redstar"
]}
[close]

 Does anyone have any ideas? Need me some rectificates!

~Iver

 5 
 on: Today at 11:25:20 AM 
Started by Planetace - Last post by gentulf
FYI your version info file is broken as you just have the project’s GitHub repo as the master link. You can just add the Planetace_astralascension.version to the repo and put the raw download link as the master version. Also, the version in mod_info.json is out of date.

Correction, looking into those version files I realized that it’s the version checker files that have the incorrect version (2.0.0).

 6 
 on: Today at 11:23:31 AM 
Started by Astarat - Last post by DedInsideWC
Does it work on version 0.97a-RC11? I have this error. Magic, Lazy, Graphic Lib enabled. I did somesing wrong or game version unsuitable?

 7 
 on: Today at 11:21:30 AM 
Started by Kaysaar - Last post by gentulf
A fun concept, though seeing how everything has those “exotica” upgrades makes the whole thing not very exotic in the first place. I initially thought that the way this worked was to have these very rare upgrades so that occasionally you fight a ship distinguished with those and sometimes you upgrade one of the ships you care about with them. I think an implementation focused more on those exotic upgrades and less on a generic upgrade system would overall be more satisfying to play with.

 8 
 on: Today at 11:17:29 AM 
Started by mr. domain - Last post by Megas
IR PL is okay, if not great.  The only buff for IRPL I like to see is for it to be moved to the basic BP pack like Pulse Laser was and made available in Open Market if a low-budget energy bolt weapon (like fighters' high-delay IRPL) will not be added.  Mining Laser as the only basic small energy option is underwhelming.

HSA tac lasers have better range and better flux efficiency. The difference is significant. The downside is lower DPS/slot, but with so many small slots it becomes irrelevant.
One advantage IRPL has over HSA Tac Lasers is not having HSA does not chop the range of other beams like various PD or Phase Lance.

I tend to use HSA Tac Lasers only when I want HSA Graviton too.  Even then, I only use that on ships that do not have smod Mags and ePD.  If I get those two things, then HSA burst PD is better.

 9 
 on: Today at 10:45:31 AM 
Started by mr. domain - Last post by Phenir
The OP cost of the hullmod is offset by the fact that tac lasers are 4 OP, while IR pulses are 5. With enough small slots you barely pay anything extra.

HSA tac lasers have better range and better flux efficiency. The difference is significant. The downside is lower DPS/slot, but with so many small slots it becomes irrelevant.
You'd need to be mounting a lot of smalls for tac laser reduced op cost to pay for hsa.
Pulse lasers have almost twice the dps of hsa tac lasers. Even with like 6 smalls (odyssey broadside), you'd be choosing between 912 dps vs 495 dps and the tac lasers paid for less than a third of the cost of hsa.

 10 
 on: Today at 10:43:42 AM 
Started by serp - Last post by serp

Disruptions are based on the relative strength of hostile and friendly forces in the target and the destination systems for a trade fleet. So you'd likely see more disruptions, though Galatia is not exactly a Hegemony bastion in terms of fleets etc, so it probably wouldn't be a huge increase.

Way late to ask this, but is this also how Pather terrorist smugglers work? With their chance for success being contested with how strong your patrols are? Except they're independent IIRC, I have no idea how that works. I know that there's a stability check if they do successfully land, but I assume your fleets try to stop them, too, so the more and bigger fleets/colonies in a single system, the better?

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