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Messages - pearagon

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I think I did that as well.  Just every auto fire I could get think of, but when a weapon is selected the autofire light blinks and it doesnt autofire.  Is that expected behavior?  I don't think it allows you to deselect all weapons does it? )(ie - one weapon always has to be selected right?)

No, selecting a weapon group functions as a manual override of its autofire setting. See the showcase video at this timestamp:

Mods / Re: [0.95.1a] Officer Extension (0.4.2)
« on: March 31, 2022, 05:18:04 PM »
Any reason this mod isn't on the Mod Index page? It's great!

It's still a work in progress.

Mods / Re: [0.95.1a] Unofficial New Game Plus 1.6.4 (2022/3/4)
« on: March 30, 2022, 02:08:17 PM »
Found a minor UI issue during combat, the pain sensitivity rule is overflowing and blocking the weapon groups panel:

Mods / Re: [0.95.1a] Better Variants 0.2.0
« on: March 29, 2022, 01:41:22 AM »
I updated the mod, changes in change log

When trying this out on a new save, all modded factions have no ships in their open/military/special markets. After removing this mod the markets had their normal stock again. I saw a few others having similar issues. I no longer have the logfile, but if you are unable to reproduce anything let me know and I'll try again.

Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.75 - 03/13/22
« on: March 21, 2022, 11:24:42 PM »
I've enjoyed this mod a lot, good work! I have some feedback regarding the Peppy. I think it needs quite a heavy nerf, and here's my reasoning:

- Monofilament cable is worth two tugs, 3 including drive field stabilization. That's 15 supplies and fuel per month, and takes up 3 slots in your fleet.
- "Logistical stats are also great" (Avanitia) at 1k fuel/cargo capacity
- "If it was salvage gantry only it would be quite worth by itself" (Avanitia).
- The other hullmods add capital-class high resolution sensors, survey equipment, and nav relay

It has base 16 supplies/mo and 4 fuel/ly and removes the need for the multiple capital ships that would provide the equivalent bonuses. I'm experimenting with tripling the supplies/mo from 16 to 48 and quadrupling the fuel/ly from 4 to 16 in my current playthrough, and I'll report back if that changes my thoughts on it.

Thanks again for your hard work!

Modding / Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
« on: March 20, 2022, 03:01:03 AM »
I've been enjoying this mod quite a bit! I found some typos in the quest for
Yimie where you walk her home

Mods / Re: [0.95.1a] Better Variants 0.1.0
« on: March 14, 2022, 12:45:13 PM »
I have yet to try this, it will have to wait for my next run or a 1.0 release, but I support this idea! I recall there being an attempt at something similar, but its long outdated, and this plans to me much more feature-complete. I'll be watching for any updates, godspeed

Modding / Re: [0.95a] Objects Analysis 002
« on: March 10, 2022, 04:14:25 PM »
Great idea, I've been wanting another option instead of the perfect neutrino detector. Personally, I enjoy a challenge and higher difficulty in my runs and using only the tools available in vanilla is just tedious, but being aware of all objects in hyperspace and system instantly, in real time, and with no cost or drawback feels unbalanced and goes against the spirit of the challenge. My suggestions are:

1. As someone previously mentioned, change the ability from an inactive passive ability to an active ability like the sensor pulse.
2. Add a volatile cost per activation balanced around the expected volatile cost of using a neutrino detector to fully explore the average system. Estimating that average is probably impractical, so let's say 10 or 20 volatiles (or a configurable amount) per activation.
3. Magnify the sensor profile of the fleet like the sensor pulse and neutrino detector do. If a volatile cost is implemented, the sensor profile could be boosted X times, with X being the volatile cost.
4. In hyperspace, limit the range to a fixed value or value dependent on sensor strength. An unbound range like it currently functions returns a truncated list of the multitude of warning beacons and derelict ships when in hyperspace.

Great work!

Modding / Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
« on: March 10, 2022, 03:01:48 AM »
No longer discontinued, that’s great to see. I suggest anyone who wants changes or additions to support the author through their fanbox: as well as MesoTronik:

Mods / Re: [0.95.1a] Gundam: Iron-Blooded Orphan - Factions
« on: March 08, 2022, 01:47:55 PM »
Got any screenshots or...?

I looked through the archive and no ship graphics are preset, so they are planned for a future update. From what I can see the Teiwaz faction, the Saisei system, as well as portraits/station art are implemented. The ripped art looks pretty good so far:

General Discussion / Re: Vapourware?
« on: March 04, 2022, 03:50:49 AM »
I would not be so eager to productize Starsector. If the team’s goal was maximizing profit, we would have a product already, and whether or not that would result in a better game by any heuristic besides revenue is doubtful in my opinion.

Modding / Re: [0.95a] Steel Cardinal Armada 3.0
« on: September 22, 2021, 02:59:54 AM »
Underrated mod, I'm surprised more people aren't talking about this (if they aren't already). Nice work, I enjoyed it  :)

An update to the compatible modlist with old mods removed and new mods added would be appreciated. It's hard to choose between all the mods I've grown attached to and AO.

You mean which ones are updated to 0.95? Or compatibility things?

Which mods are compatible with the balance of AO

Mods / Re: [0.95a] Adjusted Sector
« on: July 21, 2021, 02:47:50 AM »
The SAD mod have changed some code names regarding to spawning their systems. This is probably why it doesn't work anymore.

I've also heard that there is new procgen from 0.95a that does not appear when using adjusted sector. Can anyone or the mod author confirm this?

An update to the compatible modlist with old mods removed and new mods added would be appreciated. It's hard to choose between all the mods I've grown attached to and AO.

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