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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - mora

Pages: [1] 2 3 ... 9
1
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: October 21, 2022, 08:06:22 AM »
The Flare-class has the arc of WS0002 set to 0, which is probably meant to be the standard 5 degs?
Also regarding weapons, Timeless and Nameless spawns are set to false by default but some of the Kassadari GH weapons are still known by the remnants. Feels kinda weird but I guess it doesn't matter since remnants don't randomize their weapons anymore since 0.95?

2
Mods / Re: [0.95.1a-RC6] Battlesize based skill DP values v0.1
« on: May 28, 2022, 06:54:41 AM »
Looked at the code and found out why the DP values were going up each time you load a save; Turns out you made it so that you multiply the current DP threshold value by the battlesize factor.
You need to reference/hardcode the vanilla values and multiply them instead or else you end up multiplying 40 into 53, 53 into 71, 94, 126 and so on.

3
Mods / Re: [0.95.1a-RC6] Battlesize based skill DP values v0.1
« on: May 27, 2022, 06:41:36 AM »
The threshold for skills go up every time you reload your save.

4
Mods / Re: [0.95.1a] Iron Shell 1.16
« on: May 20, 2022, 10:35:48 PM »
Some weird error popped up. The hegemony controls Yami due to nexerelin if that matters at all.

[attachment deleted by admin]

5
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: May 19, 2022, 10:04:03 PM »
Any way to remove the Halbmond intel after we're done with it? It seems to not remove itself even if you recover the other ship.

6
I got a extreme frame dip when I looked at a ground battle result that ended in peace. The logs don't really say anything but apparently the battle took 153 turns so maybe that has to do with it.

[attachment deleted by admin]

7
When a special task force demands you for ID via transponder, they will keep asking the same thing if you open comms again. This happened in hyperspace if that matters at all.

8
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: April 28, 2022, 03:50:57 AM »
Somehow a Cabal fleet ended up as an independent fleet after I blew up everything but a Doom with phase anchor and immediately interacted with it again.

9
Modding / [0.95.MiningBlaster] Mining Blaster Tweak mod
« on: April 11, 2022, 03:06:58 AM »
This mod changes the Mining Blaster stats to this:


As for why, it's because I'd rather have a crappier Cryoblaster than a crappier Heavy Blaster. Also makes more sense lore-wise since the Venture, which is presumably a mining ship can now use it without overfluxing itself. (And asteroids in combat don't seem to have an armor value making frag damage the most efficient.)



[attachment deleted by admin]

10
The mod refuses to run without WatcherBeyondTheWalls enabled and instantly crashes upon loading a save or new game.

11
Mods / Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« on: February 03, 2022, 05:16:49 AM »
The boss ship should not take control of ships with Neural Interface as transferring to them will cause a null crash.

12
Mods / Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
« on: January 30, 2022, 03:46:26 AM »
I think adding both original and othermedia to config file's disallowedTags list will disable all characters (but any already-assigned characters to officers will be retained, use ClearChatterChars console command to remove them). Then replace the lines table in data/chatter/characters/default.json with a blank
Code: json
"lines":{}
like null.json has.
This did not work, but the source was clean enough that I was able to comment out everything unrelated to the fleet intro. Shouldn't cause problems since members of the CombatPlugin are never directly accessed by another mod right?(Left the getInstance() intact just in case since I do not want to be greeted by a null.)

13
Mods / Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
« on: January 29, 2022, 09:59:51 PM »
Any way to disable everything except for the fleet intros?

14
Mods / Re: [0.95.1a] Nexerelin v0.10.4 "Dissonance" (update 2022-01-29)
« on: January 28, 2022, 10:22:42 PM »
* New game creation
    * Starting officers are all level 1 (instead of e.g. 3-2-1) and mentored
It appears that flagging officers as "mentored" doesn't give them bonus exp meaning you end up with unmentorable officers.

15
It seems that the Omicron (and sierra) faction ends up being hostile if you have nexerelin installed and pick a hostile-to-all faction on start. I think supplying a exerelinFactionConfig with respective files should fix this.

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