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Messages - TheSAguy

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1
General Discussion / Campaign if look e edit - System location
« on: November 27, 2023, 03:30:01 PM »
Hi,

Is it possible to edit the location of a star system in the campaign file?
I’d like to move an entire star system on the map.

What value should I adjust?

Thanks

2
Mods / Re: [0.96a] Ashes of The Domain
« on: November 16, 2023, 09:57:00 AM »
I assume VoK 2 will not be save game compatible.
Any rough ETA on release?

3
Mods / Re: [0.96a] Ashes of The Domain
« on: November 12, 2023, 02:57:51 PM »
Thanks for this great mod!
I definitely feel like research is a bog part that's missing from the base game and really enjoy having that with your mod!

Is there a way to make research take longer? I feel like one should really work for it.

I'd like to suggest some new contact if possible.
Create a shipyard that almost works like the one that removes d-mods, but have it upgrade your ship. You could research stull like:
Add x Ordinance points.
Increase armor/shield by x
Flux, Hull points, etc.

(Alternatively, this could be an artifact you craft like the domain era stuff)

So this way one could finda make your own unique ships by slowly upgrading them.

Also, possibly endless research, that's very expensive, each time you complete it you get 1% better shield technology for your faction. Same for armor, hull, maintenance, etc.

Thanks again for your mod.


4
Mods / Re: [0.96a] Random Assortment of Things
« on: November 12, 2023, 02:51:55 PM »
Love all the new content that you add to the game, thanks!

I was wondering if you could add a few artifacts that will boost individual ships. Like add 5 ordinance points to a ship, Increase Laser or Ballistic damage/range x%. Speed/Shield/armor boosts. I like the idea of making my own unique/super ship by slowly upgrading it. 

Thanks for you great mod!

5
Mods / Re: [0.96a] Astral Ascension - A Mod that Uncaps Colony Size
« on: November 10, 2023, 07:03:12 AM »
FYI, I got a crash updating from 1.2 to 1.2.5 mid game.

6
Mods / Re: [0.96a] Emergent Threats v0.2.6
« on: November 09, 2023, 08:37:01 AM »
Is Emergent Threats v0.3.1 save compatible with Emergent Threats v0.2.6?

7
Is there a way to get to the previous version of the mod?
Thanks,

8
Modding / Mod Request / Idea
« on: November 03, 2023, 02:58:20 PM »
Hi,

I'm not the best at ship loadouts and hull mod selecting.
Currently the base game has a check box to always have "Blast Doors" or "Reinforced Bulkheads"

I'd like to have a mod to make those two drop downs, so I can select what two Hull Mods I always want to add.
Additionally, I'd like some check-boxes or drop downs, that say something like: Focus on: "Beams" or "Ballistics" or "Mix" or "Fighters. And also "Armor",  "Shields" or "Balance"


This will just make the auto select a little more smooth for me.

Thanks.

9
Mods / Re: [0.96a] Carter's Junk Hull Mods - V 0.4.1 - 07/04/23
« on: October 20, 2023, 11:07:40 AM »
Just wanted to say I really a enjoying these new Hull-mods.
The only change I wish there was, was not to just get most of them from the start, but having to find them at stations or loot.

But again thanks for these!

10
Mods / Re: [0.96a] Adjusted Sector
« on: October 08, 2023, 10:42:54 AM »

   "sectorRemnantPresenceLow":5,
   "sectorRemnantPresenceMed":10,
These are supposed to be either 0 or 1 (which means either "there won't be this type of presence" or "There will be"). It doesn't change "total" amount of remnant systems, just their difficulty.


This seems like an easy mistake to make. Might be worth it to add a comment on that in the next update.

What command do you run to show all the warning beacons?

11
Mods / Re: [0.96a] Random Assortment of Things
« on: October 04, 2023, 08:55:40 AM »
Thanks, I found it.
I have a larger map and it was hidden in a cloud.

Thanks and love the mod.

12
Mods / Re: [0.96a] Random Assortment of Things
« on: October 03, 2023, 08:00:34 PM »
I just started a new game over the weekend and did not notice that I don't have the starting red wormhole to the Abyss.
I think I was on 1.6.3 from the start. Has something changed or is there something wrong with my setup?

13
Great mod, Thanks!

I have a question, so I've started several games the last few weeks and some games I have the "detect gate" skill from the start and others I never seem to get it, not even after about level 22.

Is there a reason you sometimes start with it and sometimes not?

14
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: September 28, 2023, 08:46:10 AM »
Does selling surveyed data to a faction have any effect?

It would be cool if it did, say increase the chances of expanding to suitable locations.
Possible have the value of a planets survey data decrease to a faction that already received that info from the other explorers out there.

15
Mods / Re: [0.96a] Ashes of The Domain
« on: September 19, 2023, 08:31:34 AM »
Version Checker thinks I have 1.6.0_ALPHA installed, even though my mod_info.json is 1.6.1.


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