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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - gogis

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Mods / Re: [0.95.1a] Hiver Swarm - V0.75 - 02/02/22
« on: February 03, 2022, 07:01:03 AM »
Can you please update your mod for version checker, or even better - for mod manager? I love these mods with evil faction lurking somewhere, but updating unsupported mods is PITA

Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 30, 2021, 11:17:50 AM »
Hmm - was the save started prior to -RC6? This change would not have any effect on officers generated prior to that point.

Alex, you may be right, it was NOT new save. It was fresh world to explore - but it's probably generated at start of the save game. My bad

Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 30, 2021, 11:11:51 AM »
Forgive me if I read wrong, but cryopod 5 lvl officers keep coming with 1/1 elite skills (my max elites rn is 4 atm). Yes, it's RC6.

Guess who is going to be fired next

Edit: nvm: save must be started at RC6

Mods / Re: [0.95a] Detailed Combat Results v5.0.0 (2024-04-25)
« on: April 26, 2021, 05:06:01 AM »
 SAVE COMPATIBLE.  Probably, but not tested.
 Updated to support StarSector .95
 Can now be localized, current localization is English
 Uses StarSector .95 damage listener system to give much more accurate values for damage.
 Now properly tracks (didn't before):
  • plasma cannons
  • Flak weapons
  • Doom Mines
  • Mines generally
  • storyline "things"
  • collision damage
  • on-hit effects
Beam weapons that use multiple beams (like Seeker's kaleidoscope) now have damage computed correctly
 Removed SaveDetailedCombatData
 Renamed mod to show scope and goal (not general analytics, just detailed combat results)

You my man! It was pain to track multi beam weapons and understand when analytics lied to me, but no longer. Praise! Going to report if find something sketchy

Mods / Re: [0.95a] Underworld 1.6.1
« on: April 25, 2021, 08:11:38 AM »
Holy ***, DR. Time for new game

I noticed that Kaleidoscope(from Seeker) records way too much damage versus singular target. I think it's special perk of 5-way beam split multiplies damage by 5 even if the target is singular. I have no idea if you support mods and how hazardous code/scripting is but just merely reporting. Don't shoot the messenger

Mods / Re: [0.95a] Tahlan Shipworks 0.6
« on: April 17, 2021, 10:32:34 PM »
- Styrix
   - Improved efficiency to 1.2
- Castigators
    - Improved shield efficeincy to 1.0

Love some love to Styrix.

LI Castigator shield is unchanged. Intentional?

Mods / Re: [0.95a] Tahlan Shipworks 0.5a
« on: April 13, 2021, 12:12:00 PM »
What was rationale behind some weapons balance changes? Magaera still seems fine, but god, Styrix sucks now. It's used to be my "better HVD in large slot" go to pick and instant buy, but now it's weird contender to Gauss role while being worse in every regard.

Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: December 12, 2020, 12:37:55 PM »
Have very strange bug with pirate Beauceron. His fighters never engage, no matter what drones I put in. What's worse, it basically gathers all fleet fighters into one huge furball around him. Best counter to your own fighters.

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