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Messages - RoquetheRogue

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46
I heard it was very hard to make custom avatars for the players faction, and have all player faction AI use that exclusively. But if you can do that, it would be awesome.

47
Legit Sidrian behavior.

Took over Garnir in Corvus, became fuel magnate.

Diktat fleet saturated Garnir because I took their lion's share of the fuel market.

I love this mod.

48
Modding / Re: [0.9.1a] Placeholder 0.211
« on: August 28, 2022, 10:09:16 AM »
I have waited an eternity for this and now that my gpu is dead this delinquent of a mod author releases this and iron shell.

Techpriest why do you hate me

49
Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: June 25, 2021, 03:59:42 PM »
Oh hey guys, sorry for not updating the mod, still busy and burned out.

I am totally fine with anyone else taking over the mod, If I ever return to Starsector modding it would probably be on a completely new faction mod anyways.

Oh btw the discord version had more content and the latest balances, it was incomplete so I didn't release here. but seems like it was stable, I recommend picking up and taking over from that version.

So, maybe you can share access to your repository? It would be easier to me to maintain your faction if I had access to repo. I probably will not add any new staff but will maintain project.

Can you fix the beta version I've shared? or at least show me how to do it?

Oh hey guys, sorry for not updating the mod, still busy and burned out.

I am totally fine with anyone else taking over the mod, If I ever return to Starsector modding it would probably be on a completely new faction mod anyways.

Oh btw the discord version had more content and the latest balances, it was incomplete so I didn't release here. but seems like it was stable, I recommend picking up and taking over from that version.

Yeah.. about that. It had the Doog ship, I need it so bad, it barks.


Beta 2.3 if anyone wants it too

I'm sorry if it's been said before but does this work without crashing in the current release? I see ED said it *seemed* stable but can anyone confirm?
This was imo one of the most unique and best faction mods so I do hope it works :D

Some things are broken and will cause crashes as soon as you use them

50
Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: June 20, 2021, 07:28:42 AM »
Oh hey guys, sorry for not updating the mod, still busy and burned out.

I am totally fine with anyone else taking over the mod, If I ever return to Starsector modding it would probably be on a completely new faction mod anyways.

Oh btw the discord version had more content and the latest balances, it was incomplete so I didn't release here. but seems like it was stable, I recommend picking up and taking over from that version.

Yeah.. about that. It had the Doog ship, I need it so bad, it barks.


Beta 2.3 if anyone wants it too

51
Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: June 19, 2021, 01:16:02 PM »
Found problem with ED ships systems.
Fix https://github.com/GaryVary/ED-Shipyard/releases/download/1.0.2/ED.Shipyard.zip

Wurgundal isn't generating charges either, let me see if that fixes it.

52
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 12, 2021, 10:01:53 AM »
Spoiler
Can the AI Battlestation spawn AI drone fleets? if not, could you make it possible in theory?

It doesn't spawn drone fleets. I've considered this in the past but decided not to implement it due to balance and performance concerns.

This is such a modular mod, you could possibly done it and left it disabled by default toggled by the player if the player wanted this extended feature, I'd say give it a try.

It depends on how much development time it would take to implement. It's not worth the effort if it would be a non-default feature that causes balance and performance problems if enabled. I'll look into it though - if it's simple to implement, I'll do it.
[close]

Do you remember Nijingen Extend? it has those criminal industries that spawn pirate fleets, and there's also roider union that also spawns roider fleets.


If you run into trouble, ask these Mod Authors and discord has people 24hrs..

the whole issue with creating AI controlled fleets is that they'll register themselves and run in the background, that bloats the game, this isn't something that will change too soon, however people with console commands and clear command mods can easily fix that, by erasing inconsequential AI fleets, that can make the game a lot more stable, performance wise.

These player faction AI controlled remnant/explorium fleets are so minor, sizes could be dictated by production/security/station upgrades with Alpha Cores.
you only get 1 or 3 at a time they wouldn't be enough to cause worse issues like visiting systems with several planets and fleets already cause.

As far as cost is concerned, such station would be a lot better than anything else, it spawns drone fleets, but it also requires that you have a AI Skill and half mil, for more balance you could perhaps restrict it to only spawn fleets if it has AI CORES, number of fleets depending on AI CORE.

Gamma Core  1 garanteed fleet  to a - 2 Maximum Fleets
Beta Core 2 garanteed fleets  to a - 3 Maximum Fleets
Alpha Core 3 garanteed fleets  to a - 4 or 5 Maximum Fleets and with more varied, especial remnant or explorium hull sizes.

Anyways, thanks! this mod has become such a Must-have for me, I appreciate all that you have done.

53
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 11, 2021, 12:44:00 PM »
Can the AI Battlestation spawn AI drone fleets? if not, could you make it possible in theory?

It doesn't spawn drone fleets. I've considered this in the past but decided not to implement it due to balance and performance concerns.

This is such a modular mod, you could possibly done it and left it disabled by default toggled by the player if the player wanted this extended feature, I'd say give it a try.

54
Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: June 11, 2021, 10:15:54 AM »
We must have a savior out there! I need those ED Ships in my life. Anyone done the update and it's just posted somewhere?
I'll be your savior, I've fixed onHit method and now it's compatible with [0.95a]. So far didn't find any other issues.
I hope mod author will not be angry that I ported his mod.

https://github.com/GaryVary/ED-Shipyard/releases/download/1.0.0/ED.Shipyard.zip

If anyone will find other issues, then post exception text and (if possible) reproduction steps, I'll try to fix it (until Sunday, I will not have access to the computer, so I will not be able to start looking at the problems earlier.).

You did a good job, thanks for the link!

55
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 10, 2021, 07:22:31 AM »
Can the AI Battlestation spawn AI drone fleets? if not, could you make it possible in theory?

56
Mods / Re: [0.9.1a] Capture Officers and Crew
« on: August 04, 2020, 02:32:45 PM »
Will it cause relations to drop if you butcher someone while in dark mode? I rather it didn't that way!

57
Le Corte

Hello, have you tried basic maintenance? Starsector is notoriously known for having fragile coding, a poor/incomplete download of mods can result in a bunch of problems, have you tried downloading the mod again and seeing if the problem persists?

By the way I suggest you join the Discord, there's a bunch of people there capable of helping you with modding issues

58
Mods / Re: [0.8.1a] Simulator Overhaul v1.4 (released 2017-06-21)
« on: February 29, 2020, 03:54:18 PM »
First time posting on this forum, i'm here to report a bug?/get some help

I got the Overhaul mod, but whenever i go to deploy enemy ships, i am limited to the first few(?) fleets i destroyed in my save. i haven't tried it on other saves to check if the problem persists.
Any ideas? (sorry if this has been asked about before, but it never hurts to ask again :P)

P.S i dont have any other mods installed apart from Leading pip and LazyLib

This mod is outdated

59
Do you know of any UI workarounds for the 12 display limit? I know I can queue everything I want up when I have 1 slot remaining, but that requires not changing them afterwards without undoing a lot of progress. Is there a way to add a scroll bar to the colony management screen? Or even just a single row more.

Unfortunately we don't have anything to show more than 12 buildings in planets, it is a game limitation, we're hoping that the next SS update, or a mod, can fix this because 12 buildings only is very limiting, however if you want more buildings close to your planet, I recommend the Astropoli, you can build those using the Player Station Construction by boggled
https://fractalsoftworks.com/forum/index.php?topic=17094.0
Astropolis are planet-like stations, they'll give you more 12 buildings around medium to huge sized planets, obviously it isn't very balanced and you can build 3 of these astropolis, it's a way to fix that annoying limitation if you have enough money.

60
It's very interesting that there's a AI alpha core as a pilot there, there's potential, who knows Hacking could be a technology skill? I imagine You'll need something better than a RC controller to actually take over AI ships ;)

Anyways, back on topic.

Not taking and using AI ships, just a better or worse, depending on your wishes, a new type of "system security building/industry" that requires material resources (metals, transplutonics, volatiles), AI cores and other things to properly function, like a robotic/remnant patrol fleet, so you don't have to rely on the heavy-handed doctrine settings and imperfect human officer patrols with questionable portraits
(if you have mods like Interesting portraits player faction will inherit portraits from all factions),
that new robot factory could create robotic fleets controlled by a Alpha/gamma AI, assisted by the Supercomputer, requiring having these buildings in order to work/or just the Alpha AI CORE to manufacture AI fleets controlled by it
compared to the basic Patrol HQ it outputs a decent amount of robotic fleets to protect the system, pickets, armadas and other patrols, using AI portraits and depending on the AI core, using the AI CORES and puts that planet in constant risk with hegemony inspections,
Depending on the AI CORE you assign to the building you'll either have a bunch of fleets, but delerict-like, with poor AI officers, or remnant level high-tech ships with alpha level officers piloting these fleets your factory outputs, there are pros and cons of using such highly advanced forbidden buildings such as attracting the ire of the Pathers and Hegemony
for lore reasons, if you are a very advanced explorer faction and gathered lots of forgotten technology, you travelled very distant sectors, recruiting new people and growth in far off, remote colonies could be problematic, you would probably want to automate a lot of things to make up for the lack of personnel, so having these robot factories could reduce a bit the upkeep of crew in buildings of the colony so you can dedicate your people for industry while Robots Patrol your systems, and vice-versa 

Alternatively, instead of delericts and Remnant ships, that industry could build any blueprint ships you own and preferred, but instead of a human officer, you get an AI officer, with autonomous module ships. If that works best, plus any ordered ships built on that planet can have the autonomous ship module.. It's a bit of a late game building I would say.

Also I took a look at CK industries, some of the buildings there basically depopulate your planets.. Vatgrown Facilities I was refering a few comments back is a Organ Cloning Facility, basically which would be a process a bit like Cultured Meat, but for surrogate organs replacements further science devilry is that you can even grow people in vats (but that's absurd), also, no need to go around kidnaping and killing people like that industrial building from CK Industries, the other suggestion was the VPC for Volturn crabs, but I realize they would be  better in a Aquaculture farm, which is a industrial process of breeding sea-life, which in turn could create food (edible algae) and crabs

Hopefully I've managed to explain myself better, maybe these are in line with your vision of the your mod? maybe future considerations?

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