I'm doing the Galatia Academy quests. Great story, btw. But one small issue. MY EYES!!!
Please, can we have... A bigger screen or a way to change the font size? I have been hearing that your eyes can get really... Screwed up when reading something so tiny. And I'm already pretty much blind. I wouldn't mind if there was a relative rework or a major change of that... Interaction window.
That is all, thanks in advance. Uhhhhhh...
ps. I just realised this should have been posted to suggested. I would... I would like to apologise for that mistake of mine.
Fractal Softworks Forum
- April 26, 2024, 08:14:40 AM
- Welcome, Guest
News:
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
81
on: April 25, 2024, 10:21:59 AM
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Started by Killer of Fate - Last post by Killer of Fate | ||
82
on: April 25, 2024, 10:05:14 AM
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Started by float - Last post by float | ||
Possible for an option for uncapped mastery/smod limit option for lunalib?No, not on lunalib, but you can customize the masteries yourself in data/shipmastery/mastery_presets.json and data/shipmastery/mastery_assignments.json. For example, if you want to add 3 additional S-mod capacity masteries at levels 10, 11, and 12 for every ship type, you can find the "_DEFAULT_" property in mastery_presets.json, change "maxLevel" to 12, and add "10": "SModCapacity", "11": "SModCapacity", "12": "SModCapacity" to "levels". I wanted to try the mod, but it keeps crashing as soon as I press R to enter the refit screen. Version: 0.9.1Thanks, Linux/Mac issue with FleetMember.getHullSpec returning an obfuscated class. Should be hotfixed. Nope, the best I'd be able to do is show mastery level, similar to how it's done in NPC fleets. But I tried that just now and didn't like it. The MP display in the refit screen was done with a lot of reflection nonsense, hooking into the fleet member buttons, etc., and I'm not going to repeat that for every submarket.OK, I've been able to reproduce this by getting a Hammerhead (D) (spawned via console commands) destroyed in combat. Turns out, it does restore to a Hammerhead (D), which then restores to a Hammerhead. I'm not sure if that's intended, or even if (D) (D) hulls in general are intended. Ehh, part of knowing NPC fleet masteries is not just the knowledge but also the theoretical consistency. For example, vanilla ships have fixed level 9 masteries, so whenever you face an NPC fleet with a level 9 mastery in some vanilla ship, it will always have one of two effects. The same holds for modded ships, though for modded ships the level 9 masteries are randomized per playthrough, but the idea is that they'd always be the same throughout that playthrough.I think the concern regarding knowing what npc ships have is a little strange. You'd have to go well out of your way to know what mastery effects they have in your current game. Even in vanilla game, there's tons of ships to master and mastery doesn't exactly come quick. At least for me, I don't change my fleet that much once I get around to the colony section. Maybe one final restructuring but after that only my flagship is going to change. Additionally, there are ships the player might not ever master, like AI ships or doritos. That exact scenario happened to me when I discovered a station and had enemy ships doing that damper field effect (and maybe some other effect that made my ship spin out? I'm not sure if that's a mastery effect or just some quirk mod interaction) and I think the enemy capital had regenerating armor but by that point I had barely half mastered my flagship. If it's really a sticking point, maybe you could add a pre-battle dialogue that tells you the opposing fleet has some mastered ships and give you the option to view their effects, similar how exotica technologies lets you scan the other fleet to see their upgrades and exotics.Hello! Really enjoying the mod.Definitely would like this. I got max mastery on an Ixon from Interstellar Imperium and it rolled buildin safety overrides, which is almost useless since the ships from that mod have their own safety overrides-like hullmod, and a flagship bonus for beam weaponry, when I'm not planning to flagship it and its basically a missile boat. So basically a wasted final tier of mastery which feels especially bad since that's where the most effective bonuses are at. Could make the cost the same mp as the tier you want to reroll so 10 mp for the last tier but only 2 mp for the first tier. Conversely, if you see an NPC ship with some unknown mastery effect, you can be guaranteed that were you to recover that ship and level up its mastery sufficiently, you'd also be able to have that effect. IMO NPC fleets following the same rules as the player is very important, so if I were to add a reroll option to mastery effects, they'd also affect NPC fleets in the same way. Of your suggestions, I do like the idea of using MP to restore damaged ships instead of credits. Would make it seem less mandatory to take hull restoration early game only to spec out of it once you're rich enough that losses don't matter. |
83
on: April 25, 2024, 09:59:52 AM
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Started by Harmful Mechanic - Last post by lannnnnnar | ||
I remember a mod that added a few ships, their names were like seafood themed. I didn't see it in the mod index so its probably been abandoned but at least if I have the thread I can watch and hope its updated.
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84
on: April 25, 2024, 09:43:39 AM
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Started by Histidine - Last post by Define Reality | ||
kinda weird how even when im ally with a faction like Tritechyon i still have to deal with their merc raid or im ally with sindrian diktat they send attacks to me, their own ally just because i build a fuel station because my sector keep loosing fuel to pirate raiders, what kind of an alliance is this? That sounds like raids from the vanilla Crisis system that was added in the most recent game version. Crises attacks and events will occur regardless of relation standing, but there are actions you can take to negate Crises, or in some cases, resolve them permanently. |
85
on: April 25, 2024, 09:38:56 AM
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Started by Histidine - Last post by Define Reality | ||
Greetings!
I was scouring over the github Quick Help page and the main page for the mod here, but couldn't find anything with an explanation for the "independent mode" setting for Special Task Groups. I've toggled it on and off, but I can't tell what difference it's having on the behavior of the Task Group fleet. Hovering the option doesn't give a tooltip either, so I'm at a loss as to the function. If anyone knows what this option does, I'd appreciate the insight. (This mod has been such a refresher for my second playthrough, and has quite cleanly implemented some Stellaris-esque mechanics to make things more interesting. Thank you for all of the work you've done on it Histidine.) |
86
on: April 25, 2024, 09:32:43 AM
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Started by Konturga - Last post by Simbot34 | ||
Every image in this thread seems broken for me. It's likely the images were deleted off of discord or otherwise made unavailable, might I suggest an image hosting site?
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87
on: April 25, 2024, 09:27:06 AM
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Started by Drmedic122 - Last post by Drmedic122 | ||
I am a bit of a hull hoarder. When I see the signs of a big derelict fleet floating around it's like christmas "ooo shiny"
As someone whose third salvage was a Paragon, you can feel free to take it in... but know the rest of the game will be you desperately taking missions and bounties in an attempt to stay afloat lolIf I use them ? Right now I using the executor, an aurora and I forget the 3rd cruiser. A few condors and rest are a mix of wolf and lashers. Everything else I just been storing. My montly expenses are going up but I'm getting enough in loot to make money |
88
on: April 25, 2024, 09:26:00 AM
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Started by LngA7Gw - Last post by digitalizedMind | ||
Is the missions "Answer the call from the Station Commander" where you have to defend a station, coming from this mod? Yes, that mission is from this mod, and yes, it's unbalanced. Fortunately you can rebalance it yourself by going into the LunaLib mod settings. Station defense missions are also a really easy source of contacts. I've only ever reached the contact limit a few times, all with this mod installed. |
89
on: April 25, 2024, 09:21:34 AM
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Started by Drmedic122 - Last post by nathan67003 | ||
As someone whose third salvage was a Paragon, you can feel free to take it in... but know the rest of the game will be you desperately taking missions and bounties in an attempt to stay afloat lol
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90
on: April 25, 2024, 09:15:12 AM
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Started by BigBeans - Last post by lannnnnnar | ||
Coming back after a long while of not playing, rip Venator legit one of my favorite modded ships (I know its old news but not for me).
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