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Starsector 0.98a is out! (03/27/25)

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Messages - alp7292

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1
Mods / Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« on: May 01, 2025, 10:17:42 AM »
dev was last active on agust last year, sadly this mod might not get updated.

2
While it does make Remnants more powerful, they were too easily farmed. Further, the weapons themselves were far too OP for an easily farmable weapon. If they weren't OP, then they kind of melted into the background, unused and undesired. The current line up of Remnant weapons makes some logical sense without going completely overboard, I feel.

i think you could have made them unrecoverable
but either way i am thankful for your update

Changing vanilla faction and making them harder with nothing else is a bad modding idea, a lot of other mods also tweak remnants.

3
remnant weapons were mostly fine for me as they rarely dropped from remnants, also did knights of eva had something unique or were they just duplicate luddic faction.

4
Mods / Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« on: February 23, 2025, 10:17:51 AM »
can we get harder felcesis lunalib option, like having three possesed ship (configurable) also making them stay for whole battle.

5
Mods / Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« on: February 04, 2025, 11:53:15 AM »
Would it be possible to choose faction weights in random sector including derelicts in a future update? That way you would basically have scenario editor.

also does invasion fleet size affects amount of marines they have? i want to have stronger invasion fleets but i dont want them to always succeed. would setting invasion fleet size to 2x and invasion troop size to 0.5 work?

6
Mods / Re: [0.97a] Better Combat 0.3.13
« on: December 21, 2024, 04:01:04 AM »
can you add mod friendly missile/ballistic/energy ammo factor. sometimes you want to cover whole map in missiles
also are you sure feature settings enable/disable correctly because i disabled all the features both in lunalib and txt file and i still get big ass asteroids, it might be worth checking other enable/disable options to make sure they enable and disable correctly

7
Can you look or get help about automated ship skill disabling ai core drops. Apparently nexerelin fixes that in latest patch. Or does it also fixes this mod.

8
Mods / Re: [0.97a] Better Combat 0.3.3
« on: August 17, 2024, 03:53:12 PM »
Its a personal request but can you add ship explosion damage and distance to adjust how far and how much exploded ships damage (it would be awesome for luddic gameplay) and of course like in vanilla ships should avoid getting close to explosion damage range of ships that are about to explode

9
there should be at least known issues or disclaimer in modpage i nuked my 3 week save thinking it was caused by terraforming mod then spend hours trying to troubleshoot which mod was causing it i searched on internet i am not the only one was trying to learn which mod was causing the error.

10
i am certain with this mod you cant get alpha cores from ordos with automated ship skill
i realized i wasnt getting any alpha cores around middle of my save then realized i picked automated ship shill
i restarted by removing mods that could be causing error one by one and tested with and without skill
at last the only  two mod that remained is console commands and quality captains defeated 5 ordos i get alpha cores without skill  and defeated 5 ordo with skill and no alpha core

11
Mods / Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« on: January 21, 2024, 11:45:58 AM »
also checked github, it states issues with loot https://github.com/FluffyRabb/StarSectorDIYPlanets/issues/3

12
Mods / Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« on: January 19, 2024, 05:52:53 PM »
killed around 20 fleet of remnant not a single alpha core disabled mod and alpha cores started raining

13
Mods / Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« on: January 19, 2024, 02:44:35 PM »
this mod removes alpha core drops

14
Mods / Re: [0.96a] Adjusted Sector
« on: December 31, 2023, 01:21:09 PM »
so Derelicts, Ruins,  Remnants considered theme and by meaning derelicts do you mean

sectorDerelictMotherships and sectorDerelictCryosleepers or does this also includes
sectorCoronalTaps and XIV_LEGION_SALVAGEBLE_MAX
i want to get many ruins and remnants and derelicts and balance their numbers so its important which ones counts and which ones dont

edit when i tested XIV_LEGION_SALVAGEBLE_MAX seems to spawn under remnants  so doesnt takes slot
 coronal taps doesnt spawn with others? so i guess it takes slot
derelict motherships goes over everything and takes slot
cryosleepers wont spawn unless there is at least one mothership and doesnt spawn with remnants so it takes a slot

so make sure your total amount of stars are more than sleeper+mothership+ruins+remnants+coronal taps  legions spawn over remnants so you can ignore it

15
hello i copied ballistic rangefinder hullmod from original files to a mod file to edit i changed its location from com.fs.starfarer.api.imp to data.hullmods for both hull_mods.csv and from the script and no addational changes were made when i run the game it crashes saying assignment conversion not possible how can i fix it

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