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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Gaaius

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1
Mods / Re: [0.97] Tahlan Shipworks
« on: May 25, 2024, 07:59:55 AM »
in graphics/tahlan/maps/weapon_normals/ there are some files ending in "_Normal.png", but they should be "_normal.png".

2
Mods / Re: [0.97a] The Knights of Ludd
« on: May 23, 2024, 01:41:35 PM »
zea_ama_auxilary_integration 's sprite in hull_mods.csv uses backslashes (\) instead of forward slashes (/).
This causes a crash (for me, using linux) and is also different to the other sprite paths' (that use forawrd slashes)
Replacing the backward slashes for forward slashes fixes the problem.

3
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 02, 2023, 04:46:54 AM »
Quote
Added message explaining what's going on and what to do when there's no flagship deployed and the player starts in the command shuttle
Does this mean that the player always starts in the command shuttle if you dont deploy your flagship? - that would be ( / sounds ) annoying

Quote
Command points are no longer refunded when the last order given during a pause is cancelled
(Fundamental problem in that the same sequence of orders and a cancel could be a legitimate order or a "never mind")
On the topic of command frequency: Why does the command frequency get closed, if you exit the map?
As in, you open the map, give an order, then control you flagship for a few seconds and observe the effects of your order and then want to use the command frequency to possibly change these orders. Right noch you can only use the observe modus to view the effects, but need to hope that you flagship does not get reapered

Quote
Ordering an individual ship to retreat no longer requires a command point or opens the command frequency if that ship is out of peak time
thats good

4
Suggestions / Re: AI Frigates happily blocking friendly fire
« on: November 26, 2022, 12:56:32 AM »
Get yourself an odyssey with one HIL on auto
Fight against Dominator (short range variant) so you can keep HIL on it without doing anything
Get frigattes as allies and wait
I just had the random battle mission with Odyssey and 3 lashers, ran sim against Dominator and hat it happen twice that a lasher flies into my HIL LOF
Since the HIL was auto, i didnt kill my own lasher, maybe thats why the AI thinks its okay to fly infront, if the HIL automatically turns of?
I tried to keep the HIL on the Doms shields to not kill it accidentally, but generally left enough space for the lashers
But even on a moving battlefield, the lashers should be agile enough to not get in my LOF

5
Suggestions / Ship size in details screen
« on: November 25, 2022, 06:24:51 AM »
Add the size of ships (Frigate/Destroyer/Cruiser/Capital) to the details screens (F1, codex, refit [?]); there is space for it!

[attachment deleted by admin]

6
Suggestions / Re: Improvement for early and late game: Increase weapon loot
« on: November 24, 2022, 03:35:06 AM »
I find that this is in a very good spot right now.
This scarceness of weapons (especially good ones) makes it harde to get OP quickly and makes for a good progression.
And if your really want somthing - go to the market! Weapons are not expansive, same with ships and can be a VERY good investment if you can then do more profitable bounties.
On the topic of bounties: I find they always give enough to compensate for fuel and supplies used and you also get more weapons, ships and XP (both ingame and as a player).
And if you really want to increase your efficiency: pick multiple bounties or missions next to each other.

Never go somewhere unless two people pay you!

7
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: November 13, 2022, 12:42:06 PM »
The Swaras L missile launcher doesnt auto target ships not inside its firing cone, even though it can hit them (if i manually fire)

8
There are inconsistencies in file-suffix capitalisation:
"uaf_pd_reina" and "uaf_weiss_flk" use "PNG" as file suffix for the turret and hardpoint recoil (but not other graphics), while all other references to graphics are "png"
A Problem is that "pd_claris" only references lower case suffix "png", but two files "pd_claris_cn_hardpoint_recoil.PNG" and "pd_claris_cn_turret_recoil.PNG" use the uppercase suffix. This creates a problem on case-sensitive operating systems.

9
Mods / Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
« on: October 09, 2022, 12:47:04 AM »
"graphics/decimusmaximus.PNG" should be "graphics/decimusmaximus.png" as this is how it is referenced in other files:
src/data/scripts/world/systems/epta/seven_proelefsi_mainscript.java:    public static final String ADMIN_PORTRAIT_PATH = "graphics/portraits/decimusmaximus.png";
data/config/settings.json:         "seven_decimus":"graphics/portraits/decimusmaximus.png",
This causes problems on case-sensitive operating systems

10
sir, i believe you left this comment in the wrong thread.
yeah, you are right,
sorry i mixed these two mods (this and P9 colony group) up (as i installed both at the same time)

11
Your file:
graphics/pn/weapons/pndsilaser/v1/pn_dsi_turretbase59.PNG
should be
graphics/pn/weapons/pndsilaser/v1/pn_dsi_turretbase59.png
as this causes problems on case-sensitive os.
..also, why is the 59 the only one with a capital file-suffix ?

12
Blog Posts / Re: Skill Changes, Part 1
« on: July 03, 2021, 01:18:21 PM »
very nice,
finally i dont have to take derelict contingent AND Field repairs if i want both industry skills
or Energy wenpon mastery or Augmentet targeting for my close range ballistics ships
or Shield Mastery or Phase Mastery for my close range ballistics ships

13
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: June 27, 2021, 01:11:35 AM »
Lastly... Saw somewhere a diable supercapital, apparently existing as an expansion... Where can it be found, if its still somewhere? (think it was the ironstorm juggernaut)
Ive seen it here: https://youtu.be/blVe1HNwQW4?t=556
but also cant find anything else on it
was it once part of DA and got removed? - and why can i not find anything else regarding it?

14
Mods / Re: Fighter Expansion Rebalanced [0.95 RC15]
« on: June 05, 2021, 02:28:43 PM »
You might want to change the name of your graphics/ships/Drones and /Fighters folders to drones and fighters (all in lowercase) - since that seems to be the way you refernece the path to those graphics.
I got an error(alot) because of that and doing said thing fixed it for me.
The reason why is probably (most definetly) that my OS (Ubuntu) is case sensitive, while yours isnt.

15
Modding / [0.95a] MHP - Midline ships focusing on Hardpoints
« on: June 01, 2021, 01:30:07 PM »
This mod (currently) features 4 Frigates and 3 Destroyers build around front-facing hardpoints.
All of the Ships are Armour based, have very ineficient shields and primarily ballistic weaponslots.
The sprites are (mostly) kit-bashed from vanilla sprites.

The Ships:
Spoiler
Frigates:



Destroyers:



Pirate skins:

[close]

All the ships can be build if the appropriate blueprint package is found and they have small chances to spawn in Independent, Syndrian and Persian fleets.
This mod adds a mission to test the ships before including the mod in your current game.

Download: https://drive.google.com/file/d/18jvVLqvBWWt-xcd_viRKV3IRqc9i9klX/view?usp=sharing

I plan to add larger ships with different shapes than triangles and also some (Luddic Path & Pirate) Skins.

Changelogs:
Spoiler
05.06.2021: 0.9 Added three pirate skins
03.06.2021: 0.8 Changed shieldcolour, range and increased hardpoint arc to 5 (they cant hit anything otherwise)
01.06.2021: 0.6 Published mod
[close]

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