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Messages - Killsode

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1
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: April 22, 2024, 12:59:56 AM »
Oh yeah, i guess the secret to being a good pilot in starsector is constantly holding the "turn towards cursor" key aint it?

You can switch it to toggle or set that as default.

Yep, although i've found holding it to turn to be a bit nicer overall.

2
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: April 20, 2024, 11:20:57 PM »
Oh yeah, i guess the secret to being a good pilot in starsector is constantly holding the "turn towards cursor" key aint it?

3
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: April 20, 2024, 09:01:30 AM »
no, just trying to launch the game itself.

You must have accidentally overwritten&merged rather than deleted&replaced when you installed. Just download a new instance, delete your old one, and plop a fresh file in.

4
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: April 10, 2024, 09:47:55 PM »
First off, among all the other people saying it: I honestly missed playing with these ships, so it is awesome to see that somebody picked it back up.
Secondly, I am curious. As I haven't been actively following what's been going on with it, just loosely here in the forums, What happened with the previous caretaker of the mod? A forum link or brief explanation would do, or none if it would in any way violate the forum rules to do so.

Flashfrozen originally made the mod
Tartiflette picked up support for a long while before he moved on from starsector modding
The third maintainer took up support of a bunch of the mods tarti left behind, made some odd gameplay decisions in several of them, and also placed code that would brick saves if you ran them with a few mods they disliked. They pretty much did the one damn thing you shouldnt ever do, hostile coding, and were utterly unrepentant. They've been banned.
Joestar cleaned up the mess in the mod and has now taken up support.

5
Mods / Re: [0.96a] Tahlan Shipworks
« on: April 07, 2024, 04:44:19 PM »
I'm honestly half tempted to download the "no false positives" mod for the neutrino detector!   ;D
neutrino detector mk2 is a godsend for not wasting your time.

6
Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: April 07, 2024, 04:51:36 AM »
hmm... i may need to duplicate it to a few other factions. Mercenaries and roiders "independants but not quite independants" are still using basically nothing but export hulls.
Should note, one metric i'm using to see if its working is if a market is still selling nothing but export hulls after a forcemarketupdate. What ticked me off to ask was i found an independant roider base that was selling literally nothing but export hulls... and i got visted by an impoverished mercenary who also had nothing but export hulls.

7
Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: April 07, 2024, 01:40:19 AM »
I made some adjustments to the HullFrequency to try and even out the fleet composition in 0.96.

Place the faction files in /mods/Legacy of Arkgneisis/data/world/factions/ and overwrite

https://drive.google.com/file/d/1fLSc4GmkY50PSYepqfS--DAI89ydINSg/view?usp=sharing

ah, thank you! burn bright, captain.
Although, will this work on an existing save?

8
Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: April 06, 2024, 10:52:41 PM »
There's a bit of an issue with the export hulls being extremely prevalent in independent fleets. Would anyone happen to know how i could adjust spawn weightings?

Edit: Dived into the .faction files and it seemingly just hands independants, pirates, and league the export blueprint package, and then has absolutely nothing to adjust their spawn weightings. And from the looks of it, mercenaries arent even technically supposed to be getting them? But i think mercenaries are where they're getting over represented.

9
Mods / Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« on: April 06, 2024, 09:46:16 PM »
Oh also, the remnant LR-PD laser is just uh... bad? Its just an LR-PD laser but worse for 100 more range???
Both the Remnant PD weapons have extremely terrible recharge rates. PD-rem does have better burst DPS than the Burst-PD but uh, it takes 10 seconds to reload its 8 charges. Meaning that it does absolutely nothing for 10 seconds. I'm not sure either of these lasers are worthwhile in the slightest anymore, even if you S-mod expanded magazines.

10
Mods / Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« on: April 06, 2024, 07:33:39 AM »
back after trying out the messengers. Holy *** these things are broken.
Yeah uh... why do the small ones get regen and the big ones dont? They both have the homing, and the smalls even have the same effective fire rate as the mediums(i mounted a small and a medium on linked firemode, the medium fires about 5 missiles by the time the small fires its second volley). If you have a medium missile slot it is literally more effective to mount a small messenger rem rather than a medium because of the recharging ammo.

After testing them, i think the medium one is actually in kind of a good position. But the small one is completely busted. If you're gonna keep the recharging ammo, it shouldnt be 3 rounds every 1 second, it should maybe be 5 rounds every 30 seconds and its reserve capacity halved from 60 to 30. Perhaps even increase its refire delay to reduce its DPS.

11
Mods / Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« on: April 05, 2024, 11:25:37 PM »
Uh... werent they literally just energy damage annihilators like two updates ago?

12
Mods / Re: SCAV-CO Ship/Weapon Pack
« on: April 04, 2024, 10:21:48 PM »
Btw, the discord links are broken because discord made file links only work inside discord itself to combat against itself being used as a filehost for free. The massive block of characters after the filename is basically a "this works for 24 hours on external services" code.

13
Mods / Re: [0.97a] Scy v1.8.3
« on: April 04, 2024, 06:17:21 AM »
Nice! Thanks for updating this, i'm glad i can use Scy again.

Will you be looking at adjusting some bits of balance? Scy's weapons are still very much pre 0.96 ballistics balance and uh.. well their small ballistics kinetic and explosive cannons are just bad. Their weapons, especially many of the smalls, could do with a touch up and looksie.

14
Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: April 03, 2024, 06:34:43 AM »
aaaaaaa

after testing a couple of them, they're barely functional... Unless having the acceleration of a hubship is intentional. Oh they look so damn cool though...

15
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: April 03, 2024, 02:23:30 AM »
I can't launch the game with this mod enabled in 0.97-RC11. Is there a fix for this?

uh... that sounds like a botched install? Try deleting your Diable instance and redownloading&installing a new one.

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