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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - redvyper

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Mods / Re: [0.96a] Tahlan Shipworks 1.2.3
« on: July 06, 2023, 07:46:09 PM »
quick question: haven't found confirmation anywhere else for this, but if you play as Legio, can you eventually buy or create the Daemon ships and put them in your fleet? I wanna do a run with them but only if thats possible to do  ;)


Says the AI in disguise...

Modding / Re: [0.96a-RC10] Anime Portrait replacer
« on: June 27, 2023, 09:06:33 PM »
Nice job!

It's not for me though. I wonder if the reverse can be applied on the anime-heavy mods to make the portraits more inline with the original style of the game?

What is it like when the hyperdrive is enabled for all factions, even the pirates?

I am scared to turn it on but I am also very curious about how it alters conflict across the sector (PvE & EvE)

I am getting "{"fileName":"","lineNumber":1656,"columnNumber":28,"message":"system is undefined"}"

I used the transpoofer consumable once but i am still being shown to everyone as a diable avionics member. is that a bug or did i just not use it properly?
i thought it would be disabled after a few days but ive been stuck like this for months.

Yep thats unfortunately a known bug. currently the only way to fix it is to basically get your fleet killed. put all of your ships&cargo away and then go get yourself wiped in like a single shuttle, or you can use the suicide command in consolecommands
Wrong~ the bug has been fixed in the latest release, all you have to do is update the mod and use the transpoofer again.

Oh? Why's that? Not that I have any love for the industry and I almost never build it, but I'm genuinely curious as to why it's cancer from someone way more familiar with the mechanics of how the industries interact than I am.
Three major reasons:

So what?
The problem with that is that the game lives from being played.
Players are lazy creatures and will always optimize the fun out of any given opportunity if they can, simply because it is convenient.

... [Big quote, look above and read!]

There is a line that I would like to leave my fellow players and modmakers with:
Any and all features of Starsector should lead the player into combat.

That is the single central gameplay driver. Commerce circumvents, disrupts and damages that driver, and is as such, is an active detriment to the game.
Commerce should be removed.

As a nobody jumping in, I'll add that the time I put down a Starsector campaign generally follows after adding commerce to my planets. I promptly get massive amounts of cash in what feels like exponential growth. I rapidly start min-maxing my planets with my bountiful cash reserves. I stop focusing on missions, item collection, I instead focus on min-maxing my fleet and quickly accomplishing my personal campaign objectives (conquer them, do this, etc). I become unstoppable, can ignore trivialities (pfft logistics!), and nothing can threaten me.

Nowadays, I avoid adding commerce to my planets

Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 01, 2023, 07:32:55 PM »
Terrific notes so far!

For new here and/or wondering... in the past there's been 5-7 months between notes being posted and then the patch dropping.

Surprises can always happen though I am sure!!

Mods / Re: [0.95.1a] Adversary: Customizable Star Systems (v1.1.0)
« on: January 16, 2023, 02:19:00 PM »
This rights me a bit of the Nemesis system from the Middle Earth game. The faction also thematically reeks of being an incognito Domain planet haha. I'll be watching to this to my next play through!

EDIT: This is also especially nice since many Nex users no longer face the [REDACTED] as their endgame opponent due to the [Mi..-REDACTED] questline

Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: December 16, 2022, 08:27:05 AM »
Any inclination on when the next update will drop?

Blog Posts / Re: Hyperspace Topography
« on: December 11, 2022, 09:00:48 AM »
It's almost that time of the year where I travel home and rely on gaming on my laptop (i.e. starsector full time). Usually there is a new release at around this time. Will this grad student be seeing a new version of starsector this Dec?  :D

Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: July 30, 2021, 10:34:53 AM »
An update on progress:

It's been halted for the last 3-4 weeks.  Life's been *** and going forward indefinitely I'll have far, far less time to mod than before.

I too made an account just to follow up on your work.

Thanks for all of your hard work and contributions to the SS mod community. Take care of yourself and best of luck!

Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: June 03, 2021, 08:16:30 AM »
There is only one chance to make first impressions.  And for the record, porting the IBB system over only took a few days.  Most of the work is the quest I’m adding, which is all-new from scratch and, textwise and in terms of gameplay content, is bigger than any vanilla quest.

No rush! It's always great to see someone care about their work and craft. Given that I just had a major save get corrupted (argh!), I can't wait to start a new campaign with this mod and a few others. New quest sounds awesome

I was upgrading from 2.1b to 2.2d and kept getting an error regarding this mod... fortunately I read this thread some more (as well as the main page!) before I posted. RTFM right?
Anyway, thanks so far for the mod! I've used it a lot. It's a very welcome addition and when I start a new campaign, I'll be excited to try the newer version. Cheers

Mods / Re: [0.95a] Tahlan Shipworks 0.6a
« on: May 25, 2021, 08:03:41 PM »
Perhaps I am blind but where can find the 0.6 download? I get rid of the 0.6v mod without thinking there would be an issue - and I'd like to continue this save!

on the Patreon "Recent Post" sidebar

I really should get more sleep. Thanks for the succinct response!

Mods / Re: [0.95a] Tahlan Shipworks 0.6a
« on: May 23, 2021, 02:03:27 PM »
Perhaps I am blind but where can find the 0.6 download? I get rid of the 0.6v mod without thinking there would be an issue - and I'd like to continue this save!

having error with 0.6a also

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [tahlan_Castigator_relic] not found!

it seems i have to overwrite 0.6 with 0.6a?
which go against the recommended way of updating mods in this game, at least on almost all the mods anyway

Stick to 0.6 or start a new save. 0.6a has limited compatibility with 0.6.

It should just work when you go to a pirate market and talk to the local boss. What's the message when it blocks your attempt to take a commission?

It works, you just have to have your reputation with the pirates very high (worked for me at 100). I think for the other factions the rep requirement is 70, so I mistakenly assumed that it would be the same for the pirates. It makes sense that pirates would be the least trusting of any faction. Cheers!

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