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Messages - n3xuiz

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1
General Discussion / forcing permanent faction relations
« on: March 05, 2023, 03:17:55 AM »
so most playthroughs i do have some sort of RP where i'm friendly or hostile to some faction. i like to use nexerelin and its random relation changes. also the option to accept all ceasefires.

some time ago i was messing around a faction mod and saw the setting like relationship with hegemony from -20 to 50 or something. what i'd like is for a savegame to be able to set pirates -100 permanently so i can still have those nexerelin features but not become friendly towards pirates.

so far the only way i can achieve this is by console commanding the relationship whenever it changes. is there a way for me to set player faction always hostile with x?

2
Mods / Re: [0.95.1a] Captain's Log 0.1.6 - Note-taking and Reminders
« on: March 02, 2023, 01:35:08 AM »
ok thank you for explaining.

3
Mods / Re: [0.95.1a] Captain's Log 0.1.6 - Note-taking and Reminders
« on: March 02, 2023, 12:40:51 AM »
so i just stumbled across the "unexplored ruins" tab this mod offers. so if a plant decivilizes does this mod add a entry for that ruin? i ask because i play with tons of modded factions and the decivilized tab doesn't offer any sorting (and gets pretty full as time goes on).

4
Mods / Re: [0.9.1a] Gates Awakened (updated 2021-01-12)
« on: March 01, 2023, 10:43:49 PM »
@Linguistie

its pointless to run this in 0.95.1a-RC6 since Gate activation Quests are part of Vanilla Starsector in that version.

5
Mods / Re: [0.95.1a] Exotica Technologies v1.3.1 - Updated 2/15/23
« on: February 25, 2023, 03:30:26 AM »
just tried this mod for the first time and it looks promising. after a few battles now i have three crates in my inventory. is there a way to merge them?

6
Modding / Re: looking for a faction mod with remnant-like ships
« on: February 24, 2023, 05:09:21 AM »
thank you!

7
Modding / looking for a faction mod with remnant-like ships
« on: February 24, 2023, 03:36:22 AM »
a few weeks ago i saw a faction mod with somewhat retextured/recolored remnant ships. they are in a more greenish color compared to the original remnants. i thought it would be neat to add to my next run but stupidly i didn't bookmark it. now i can't find it :/

any help would be appreciated.

its not tritachyon+

8
very nice thank you!

9
Mods / Re: [0.9.1a] Interesting Portraits Pack || 375!! || (v1.2)
« on: February 06, 2023, 03:04:03 AM »
@Grimvargr i just tried downloading the file and successfully opened/unpacked it with 7zip.

10
i like building a single super OP colony and then place tons of industries on them and improving all of them. the problem isn't the cost of storypoints as such since i can just use console commands to get the required amount but that the time to apply those story points also seems to scale.

so if i improve a structure/industry and it costs 4 storypoints it takes less than a second to apply but since i run 100+ mods and add many of the included industries i end up spending 20mil storypoints to upgrade the last industries. for sure this was never intended and from me clicking to apply the game hangs 5-20min depending on storypoint cost.

so my question: is there a mod that makes improving buildings always cost 1 storypoint so the hanging issue never happens?

if not thats ok too since i'm not supposed to have these types of colonies anyway.

11
Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.9
« on: January 15, 2023, 01:58:49 AM »
@GreyEisenwolf the thing that often worked for me was using console commands and typing: addspecial ship_bp shipname

afaik it doesn't work with all ships but its worth a try..

12
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« on: January 03, 2023, 01:50:48 AM »
The Indevo artillery station still doesn't seem to be compatible with the remnant station
can confirm.

13
Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: December 09, 2022, 09:24:06 AM »
i recently joined an alliance but i don't want to have the game pause with popups aka "make peace/war with x". i know about ceasefireNotificationPopup:false but is there a option to always abstain or say yes to alliance proposals. otherwise i'll have to leave because popups pausing my game unexpectedly is something i don't want.

14
Mods / Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
« on: December 06, 2022, 02:03:08 AM »
i just started a new run with the 2.5.4 version of ED Shipyards enabled. After a while i had an encounter in my planets bar asking if i wanted a ED submarket installed in my colony. i agreed and now i have these ED fleets doing trade or whatever. But the submarket is greyed out even though i have 100 rep with independents. is this intended? i originally thought i'd be able to buy/sell on those markets.

also thx for keeping this mod alive!

15
General Discussion / Re: Planet size edit in save files
« on: November 10, 2022, 03:10:18 AM »
i also like to edit my planets radius and find it to be very tedious. so in my example i have a jungle world and want to edit the radius.

i save the game while orbiting the planet i want to edit and copy that save to the desktop or wherever as a backup. i leave the game running.

then i search for jungle planets in the save file, edit the radius and save. then i alt-tab into the game load the edited save and see if the radius has changed on my planet (it probably didn't). so i go back into the notepad++ and change the radius back to what it was and look for the next jungle entry and edit that radius..

rinse and repeat until i found the planet i wanted to edit and there you go..

basically brute force it until you find the right one.

its a pain especially if the planet type you want to change is a common one.

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