Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

Pages: 1 ... 11 12 [13]

Author Topic: [0.9.1a] Underworld 1.4.2  (Read 193209 times)

Avallac

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.9.1a] Underworld 1.4.1
« Reply #180 on: September 27, 2019, 12:23:26 AM »

Thanks for the mod! I've de-civilized arigato station in hopes of taking it over but ended up only being to colonize roboto separately while everything on the station disappeared. Unfortunately I didn't know this would de-spawn dickersons fleets as I wasn't done destroying them. Is there some way through say, console commands, to re-enable dickerson's fleet functionality back without restoring Arigato, or restore them both if necessary?

Decivilized colony stations cannot be restored. Best they can be used for afterward as an abandoned station to store ships and supplies. You have to invade the station markets with Nexerelin in order to capture them yourself.
Arigato station cannot be invaded... Destabilizing it is the only way to get rid of it. I'm only interested in Dickerson's fleet anyway, not the station.
I honestly doubt it.  That's not really a scenario I put much design effort into...  whoops.
Okay np!
Logged

Hrothgar

  • Captain
  • ****
  • Posts: 296
    • View Profile
    • Email
Re: [0.9.1a] Underworld 1.4.1
« Reply #181 on: September 27, 2019, 01:40:34 AM »

Dickersons will not spawn if you kill Arigato. So you should pet it and sent nudes anti-unrest packages.
Logged

xucthclu

  • Lieutenant
  • **
  • Posts: 82
    • View Profile
Re: [0.9.1a] Underworld 1.4.1
« Reply #182 on: November 28, 2019, 01:31:01 AM »

Is there a way to get the Underworld ship pack without the Cabal?
Logged

Serenitis

  • Admiral
  • *****
  • Posts: 834
    • View Profile
Re: [0.9.1a] Underworld 1.4.1
« Reply #183 on: November 28, 2019, 02:00:05 AM »

Is there a way to get the Underworld ship pack without the Cabal?
In the mod folder there's an options file. In that you can turn the cabal off.
No idea if the ships would still get randomly generated. I suspect not if the cabal is not present.
Logged

xucthclu

  • Lieutenant
  • **
  • Posts: 82
    • View Profile
Re: [0.9.1a] Underworld 1.4.1
« Reply #184 on: November 28, 2019, 12:15:56 PM »

Thank you. I've got more than enough factions and don't like the way they look, but dig the pirate stuff here

Is there a way to get the Underworld ship pack without the Cabal?
In the mod folder there's an options file. In that you can turn the cabal off.
No idea if the ships would still get randomly generated. I suspect not if the cabal is not present.
Logged

n3xuiz

  • Lieutenant
  • **
  • Posts: 59
    • View Profile
Re: [0.9.1a] Underworld 1.4.1
« Reply #185 on: December 01, 2019, 07:58:13 PM »

am i right that the dickerson fleets are part of this mod? i once saw a twitch streamer defeat the final fleet (infinite dickerson). i am currently at infinite sons of dickerson XI. exactly how many are there?
Logged

Hrothgar

  • Captain
  • ****
  • Posts: 296
    • View Profile
    • Email
Re: [0.9.1a] Underworld 1.4.1
« Reply #186 on: December 02, 2019, 12:39:34 AM »

They will go up until you get a fleet where he brag about this being a biggest fleet yet assemble to kick someone's ass. Then they go up in power or not, i am not 100% sure, but overall they can spawn infinitely.
Logged

n3xuiz

  • Lieutenant
  • **
  • Posts: 59
    • View Profile
Re: [0.9.1a] Underworld 1.4.1
« Reply #187 on: December 02, 2019, 01:43:33 AM »

thanks for the quick answer.
they can spawn infinitely.
very nice as they are a great way to farm money in the endgame.
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2544
    • View Profile
    • Sc2Mafia
    • Email
[0.9.1a] Underworld 1.4.2
« Reply #188 on: December 23, 2019, 02:57:24 PM »

Some more sinful pink goodness.


Download Underworld 1.4.2
Download Mirror
(Requires LazyLib 2.4e)
(Requires GraphicsLib 1.4.1)

- Supported by DynaSector 1.4.6 (Not yet compatible) -
- Supported by Nexerelin 0.9.5h (Updated!) -

Git Repository

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



We recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.4.2:
- Added Starlight Doom
- Added Cabal bar event
- Fixed issue where turning transponder off and on after paying a Cabal shakedown "reveals hostile actions"
Logged

Muffin_man

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.9.1a] Underworld 1.4.2
« Reply #189 on: January 17, 2020, 04:38:45 PM »

Is it just me or does the Death Barge fuel usage seem a little steep? It has a fuel usage of 15/LR which when comparing to other ships seems a little high.

I'm thinking more around 10-12 but want to see what others think of it balance wise. Also out of curiosity anyone use Death Barges in their fleet?
Logged

Ali

  • Lieutenant
  • **
  • Posts: 83
    • View Profile
    • Email
Re: [0.9.1a] Underworld 1.4.2
« Reply #190 on: January 18, 2020, 02:05:35 AM »

Any additions / more love for the regular pirates planned please!?

More mounts for the infernus or something bigger would be awesome!  ;D
« Last Edit: January 18, 2020, 02:11:48 AM by Ali »
Logged
Pages: 1 ... 11 12 [13]