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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - Hexallium

Pages: [1] 2 3 4
1
Hi, I wanna ask a question, Does VRI generating a star system call Verlat? 
This star system is causing some issue when establishing colonies on it but encounter unable to claim other planets due to having same planet id.

Not anymore! Verlat will be a part of unearthed relics, and the ID issue has been fixed.

Nice, Time for a new start!
edit: fix the quote

2
Mods / Re: [0.97] Looted Sector 0.2 Alpha
« on: May 19, 2024, 04:31:43 AM »
(Me, with over 20 faction mods in the game...)
Adding one more won't hurt the game, right?

3
Bug Reports & Support (modded) / Re: Can't colonize anymore planet
« on: May 18, 2024, 11:23:51 PM »
Hi, Strauss_hd.
Thank god for a reply. So, I just have to change planet id but what should I rename it to?
Do I just replace the number at the end with random number?
My planet id is vri_star_Verlat:Planet_2.

Question 2 : Is there a way to fix it using console command?
wow, you error planet the same with my error planet.
Just change the last number, for me to be save i change it to Planet_50 or max planet you can colonize + 1
I don't know if there is a command for this, but it always better to change it in save file for more safe.

Ah, we are victim of VRI Verlat star system (two terran planets with AK tether linked, right?). 
I try save editing and still have the same outcome. Look like I didn't get all vri_star_Verlat:Planet_2 changed while try avoiding destroy the real vri_star_Verlat:Planet_2. This is why I think using console command is safer for me to target the problematic planets than editing.

4
Mods / Re: [0.97a] Iron Shell 1.1813aj
« on: May 18, 2024, 11:01:32 PM »
Thank you for the update!

5
Mods / Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« on: May 18, 2024, 10:42:07 AM »
Mayasura Navy really need more than 1 planet under their control or stronger ground defense.

6
Hi, I wanna ask a question, Does VRI generating a star system call Verlat? 
This star system is causing some issue when establishing colonies on it but encounter unable to claim other planets due to having same planet id.

7
Bug Reports & Support (modded) / Re: Can't colonize anymore planet
« on: May 17, 2024, 11:03:03 PM »
Hi, Strauss_hd.
Thank god for a reply. So, I just have to change planet id but what should I rename it to?
Do I just replace the number at the end with random number?
My planet id is vri_star_Verlat:Planet_2.

Question 2 : Is there a way to fix it using console command?

8
Das if I disable the "allow invasions on Starting Markets" how exactly does war, if at all, work outside of colony invasions?
I still get the Intel messages that a alliance is at war with someone but without the constant messages of failed and successful invasions I feel like nothing is happening at all or do like just miss what’s actually happening with that setting?

I did a play through with "allow invasions on Starting Markets" disable and opposing factions just keep raiding the markets until it decivilized and that faction was fully eliminated just like that. They just become raiding party until the end.

9
So, we have Nvidia Simulation Engine for the Supercomputer. Will you be adding AMD and Intel systems too in the future update?

10
Bug Reports & Support (modded) / Can't colonize anymore planet
« on: May 12, 2024, 04:43:15 AM »
In my Star system, there are 7 planets. Right now under my own faction, I am controlling 5 planets and 1 mining station in the same star system and 1 Coronal Hypershunt in another star system.
Spoiler
[close]
If I try to colonize another planets in the same system with my other 5 colonies. I will get this new colony is inaccessible to my market and this error message. The 6th colonies can't complete the Spaceport and will be stuck like this forever.
Version: 0.97a RC11

The error message:
Spoiler
[close]

If I use "Abandon planet" on the 6th colony, the game will random decolonize one of the 5 planets I am controlling.

Mods I am using :
Spoiler
  "SBTM" (Slightly Better Tech-Mining),
  "yunruindustries",
  "pantera_ANewLevel40",
  "darkborderman.addstablelocations",
  "advanced_gunnery_control_dbeaa06e",
  "A_S-F",
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "aptlysimplehullmods",
  "auto_continue_inator",
  "lw_autosave",
  "timid_admins",
  "BVH",
  "better_variants",
  "BSC",
  "bc",
  "HMI_brighton",
  "ORK",
  "CaptainsLog",
  "carrierui",
  "CFT",
  "CJHM",
  "Csp",
  "combatactivators",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "Toaster_deciv",
  "DetailedCombatResults",
  "diableavionics",
  "edshipyard",
  "EmergentThreats_Vice",
  "EmergentThreats_IX_Revival",
  "lyr_ehm",
  "FPE",
  "Goat_Aviation_Bureau",
  "GrandColonies",
  "GMDA",
  "HMI_SV",
  "HMI",
  "hostileIntercept",
  "sun_hyperdrive",
  "illustrated_entities",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "JYD",
  "kyeltziv",
  "lost_sector",
  "LTA",
  "largerZoomOut",
  "lw_lazylib",
  "ArkLeg",
  "lobster_proliferation",
  "logisticsNotifications",
  "luddenhance",
  "lunalib",
  "exshippack",
  "wisp_magicAchievementsVanillaPack",
  "MagicLib",
  "Mayasuran Navy",
  "dp_mnemonic_utils",
  "MoreBarMissions",
  "more_hullmods",
  "MoreMilitaryMissions",
  "more_player_names",
  "more_procgen_names",
  "more_ship_names",
  "ness_saw",
  "wisp_NeutrinoDetectorMkII",
  "nexerelin",
  "sun_nomadic_survival",
  "objects_analysis",
  "ObviousNeutron",
  "officerExtension",
  "oas",
  "wisp_perseanchronicles",
  "PAGSM",
  "planet_search",
  "playerbounty",
  "portrait_changer",
  "progressiveSMods",
  "pt_qolpack",
  "assortment_of_things",
  "refitfilters",
  "RetroLib",
  "roider",
  "rotcesrats",
  "scalartech",
  "scan_those_gates",
  "SCY",
  "SEEKER",
  "swp",
  "Sound_&_Music_replacer_by_GanzolinHair",
  "speedUp",
  "$tarmapR",
  "sun_starship_legends",
  "stelnet",
  "StopGapMeasures3",
  "superweapons",
  "timid_supply_forging",
  "supportships",
  "System_Marker",
  "tahlan",
  "Terraforming & Station Construction",
  "terraformingmadeeasy",
  "Tesseract_prototype",
  "knights_of_ludd",
  "star_federation",
  "timid_tmi",
  "TORCHSHIPS",
  "TTSC",
  "underworld",
  "US",
  "vic",
  "variants_lib",
  "vayrashippack",
  "TouchOfVanilla_vri",
  "whichmod",
  "XhanEmpire",
  "yunrucore",
  "astroidships",
  "prvextra",
  "prvlib",
  "prvrb",
  "prv",
  "shaderLib",
  "Rouge_Redstar",
  "KFM3",
  "KGT6",
  "KGT2"
[close]

11
Mods / Re: [0.97a] Hiver Swarm - V1.1.2 - 03/27/24
« on: May 10, 2024, 12:26:00 PM »
Hi, Dazs.
The blueprint/weapon package icons for your mods have been an issue that didn't match the vanilla game package. Also didn't dim out when the package have been learned.
Are the package icons going to be fixed in the future update?
Hello Hexallium thank you for checking in. I am unsure of the exact nature of your question so I hope you do not mind if I ask some questions for clarity.
When you state mods, what that a typo or are you referring to all my mods?
In what way are they not matching versus vanilla?

I ask because this is a first for me, the BP icons are fairly standard though there are some variations. I have not changed them since implementation so maybe something changed in the code over the years I was unaware of so more detail is helpful. I will try and recreate your concern about the dimming on my end in the mean time.

The blueprint package in the image above show your JYD is different from other blueprint package. It isn't tilted at an angle and if the blueprint package have been readed it will not become dim.

12
Mods / Re: [0.97a] Hiver Swarm - V1.1.2 - 03/27/24
« on: May 09, 2024, 10:52:47 PM »
Hi, Dazs.
The blueprint/weapon package icons for your mods have been an issue that didn't match the vanilla game package. Also didn't dim out when the package have been learned.
Are the package icons going to be fixed in the future update?

13
Mods / Re: [0.97a] Bultach Coalition v1.1.5 "Bloatening"
« on: May 06, 2024, 11:06:55 PM »
When try autofit profile of the ridiculous big ship and the game crashed. 
EDIT : It seems like one of the S-mods build-in crash the game when using autofit with the Sathar. This is going to be troublesome to pin which mod caused the crash.

I don't quite understand. Is this an S-mod from a different mod causing the crash? Or just the built in hullmods that the Sathar has, like for it's swappable weapon? A log would be helpful, if you can provide it.

I have 6 or more mods that add custom hullmods and with progressive S-mods, I have fit 62 hullmods in to Sathar. After that I go to autofit and pick standard build and crashed immediately. This won't never happen if I just autofit profile on unmodded Sathar. So I fear the cause of the crash was one of the hullmod from other mods (I think).

However, the Bultach home system is known for it's sightings of a very, very large fish...   ;)

Dude, when I meet Spacehulk fighting pirate, I think to myself "HOLY ***!! THis SHIP is HUGE!!" and recovery it immediately. Later Bultach attack me and Sathar emerge and it even bigger than Spacehulk!! Now there is a even bigger ship than Sathar???
Pogre, the screenshot didn't do justice to tell me how big the ships are...

Screenshot:
Spoiler




Apply autofit and....
[close]

The log is 24mb, can't seem able to attach it here.

14
Mods / Re: [0.97a] Bultach Coalition v1.1.5 "Bloatening"
« on: May 06, 2024, 06:03:45 AM »
When try autofit profile of the ridiculous big ship and the game crashed. 
EDIT : It seems like one of the S-mods build-in crash the game when using autofit with the Sathar. This is going to be troublesome to pin which mod caused the crash.
I would like to note that the Sathar is just the silly big ship, not the ludicrous big ship.
Wait, there is a bigger ship than Sathar in this mod?

15
Modding / Re: [0.97a] Magic Achievements: Vanilla Pack v1.2.4
« on: May 06, 2024, 01:24:23 AM »
I've two achievements completed, but it doesn't move to completion bracket.
"Who you gonna call" and "Behold! My stuffs"

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