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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 - Dhunt05

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1
Modding Resources / Re: [0.96a] MagicLib v1.0.1 (2023/05/07)
« on: May 08, 2023, 02:18:43 PM »
Breaking support for every mod out there hurts my soul :( theres so many older mods i love to use.

2
Worked for me jesus i love you! i run 260+ mods and this is a life saver lol

3
Mods / Re: [0.95.1a] Radiant Prototype
« on: December 01, 2022, 07:00:20 PM »
Not sure if this is a bug or a feature, but I noticed you start with the blueprints inherently, rather than finding them in the world (but you can still find blueprints of them).
You start with them, but you can still find them. the reason why you start with them is i run 250+ mods in my runs so the likely hood of me finding them is small so i just let the player have them. either way you still need industry to build them and you can get them from the AI now anyways.

4
Modding / Re: [0.95.1a] Guardian Prototype 1.3
« on: November 21, 2022, 08:20:21 PM »
Is it possible to get a version that makes the guardian drop the blue prints when defeated, ditto for the other special ships?

i could prolly have it done soon?, i havent played SS since i uploaded this mod LOL but ill see what i can do.

5
Modding / Re: [0.95.1a] Guardian Prototype 1.3
« on: October 28, 2022, 08:57:12 PM »
Does this require you to have defeated a guardian before it can be created?

no it does not. can craft right off the bat if you have the production for it.

6
Modding / Re: [0.95.1a] Guardian Prototype 1.3
« on: September 24, 2022, 10:42:06 PM »
thanks! found a bar encounter, but only 1 was shown. shouldn't there be 3? energy, ballistic, missile?
Those can only be built by the player if i remember correctly. i havent played in a while. just build some production and you should have access too them

7
Modding / Re: [0.95.1a] Guardian Prototype 1.3
« on: September 22, 2022, 11:12:29 PM »
how do i get the guardian?
The mod gives you the blueprint to build the ships. just gotta have a colony with some production it to build them or have one of the bar missions do it for you

8
Modding / Re: [0.95.1a] Guardian Prototype 1.3
« on: September 06, 2022, 03:40:02 PM »
So missile guardian is gun and all but was kinda meh specially with the ludicrous DP cost.

Until I was adamant I wanted to beat Zig with it...

Eventually I found out a loadout that can kill Zig... and anything else in the game for that matter O.O.

Missile Guardian with correct loadout (require a bunch of mods though, was using hullmods and missiles from all over the mod-verse) can kill ANYTHING, even whole fleets by itself! That thing is just terrifying. Someone should make an bounty version of it :D
the zig isnt hard to kill at all, just gotta know how to deal with phase ships. srry been afk for a few months

9
Mods / Re: [0.95.1a] Radiant Prototype
« on: June 18, 2022, 07:48:59 AM »
I'm pretty sure you can't edit patrols. The problem is that the radiants are appearing in my fleets, heres a screenshot of one of my grand invasion fleets. (first time posting a image, hope this works.)

go into your production and go to the tab where you can edit the patrols. you can click on the ships to remove them. also i can make them worth less in fleet points to help with auto resolve but idk if i want to do that. i can see your problem tho.

10
Mods / Re: [0.95.1a] Radiant Prototype
« on: June 18, 2022, 02:53:02 AM »
I haven't seen them appear in any faction fleets yet, but i meant radiants in my patrols, like the ones spawned from high command and military base.

go into your patrol and edit them out, i mean im still confused at the problem here? you can get radiants in base game, i just made them flyable by the player.

11
Mods / Re: [0.95.1a] Radiant Prototype
« on: June 18, 2022, 01:49:24 AM »
yeah, i don't like the radiants appearing in my patrols, any way to disable them from appearing in my faction fleets?

yes should be able to go into the- Starsector\mods\Radiant Prototype 1.1\data\world\factions and delete the tritachyon, heg and luddic church files, it should make them stop appearing in the fleets i think? i could be wrong on that meaning i believe they now know the blueprint for the radiant.

another question is them in fleets too hard? if you're playing somewhat vanilla ish they shouldnt be too bad at all

12
Mods / Re: [0.95.1a] Radiant Prototype
« on: June 17, 2022, 08:54:10 AM »
Is this safe to remove from existing games?

no as it adds custom sprites, any problem?

13
Modding / Re: [0.95.1a] Tesseract Prototype 1.1
« on: June 05, 2022, 03:47:18 PM »
Super fun ship (and a terrifying efficient killing machine) to pilot. Thank you for your hard work!

I wouldn't mind having the Dorito crumbs as built-in fighter wings. Just some ideas if you want to watch the sector burn harder  8)

Thats a nice idea, i could look into it :D im pretty busy right now as i just moved and starting a new job soon so when i get time ill take a look into it

14
Modding / Re: [0.95.1a] Tesseract Prototype 1.1
« on: June 05, 2022, 03:46:28 PM »
Damn, I did this myself last week sometime and it sent me down the spiral of learning to mod everything (and being frustrated because I have too much ADHD to figure out scripting).

In my version I also changed the shield to a 360-degree front shield though, it's still "balanced" because there is a limit on how much you can be surrounded by and not overload. Also, I'm not sure if it actually functions because tesseract is unkillable, but everything seems to work fine with the shard spawner hullmod still on the ship.

I also did the same with the facet and I'm getting to the shards and maybe aspect. Everything will burn.

everything doesnt work fine with the hull shard spawner on the ship. in the player hands once the shards spawn it will break combat and make you have to use console commands to end combat and well the majority of people dont know how to do that and wont want to do that.

also it doesnt need a different shield, its already stupid strong for a cruiser.

15
Modding / Re: [0.95.1a] Guardian Prototype 1.1
« on: May 29, 2022, 02:22:57 AM »
Great mod, very good. One problem I have is that it's hard to deploy the Guardian at 80DP. It has four medium missiles, and a condor has a medium missile at 10DP, so I think that 40DP is a fair price to pay for the Guardian.

theres a reason why its 80DP, it has a auto forge that refills missiles every 10 seconds. in the players hands its beyond strong especially with the right load out. i do plan on making other variants of this that will be pure ballistic, pure energy and pure missile. i will most likely lower the ballistic and energy ones down to like 65dp-70dp and possibly raise the pure missile one higher.

Honestly, I'm not convinced. The Buffalo Mk2 has a medium missile despite only being 4DP, and that also has maneuverability, and thus more survivability. I do recognize that the autoforge provides additional utility - maybe 20DP would be fair?

*** i might as well just *** everyone off at this point LUL

I love the mod this ship is just so badass with the disgusting amount of missiles it endlessly spews out. 80 DP is absolutely fine for how disgusting the infinite built in missile forge is plus this thing not only has insane flux it also has onslaught level armor. This thing can solo the entire hegemony home fleet plus a star fortress at the same time, 80 dp is a low price to pay for what is essentially a counter to everything. I was shooting out so much missiles that it formed multiple defensive layers in front of me. With so many missiles any fighter, bullet and even other missiles that stand in your way just mutually explode with the missiles, no PD needed. The plasma thrusters ability also makes this thing one of the most mobile capitals as it increases both maneuverability and top speed. Overall this has the flux efficiency of a paragon, armor of an onslaught and can endlessly spew out torpedoes and swarm missiles that can instantly overwhelm any vanilla capital and even the dorito.

its stupid fun to fly as the player, my fav ship in the game is the radiant tho, but im still *** at flying it because of how hard it is to manage the flux and stuff lol

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