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Messages - Viktor Soprano

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1
Mods / Re: Magnetar! : The Mission
« on: January 30, 2022, 03:42:37 AM »
I tested out the ship... i Don't think anything can deal with it lol.

I'd love to pit this against an Executor class from the Star Wars 2020 mod. A clash of the Titans, if you will. :)

2
Modding / Re: [0.95a] Star Wars 2020 v0.7.10
« on: January 13, 2022, 05:39:44 AM »
Out of curiosity, which one are you referring to? Would you mind providing a link to it (via Private Message, if you can)? Thank you very much in advance.
I think he is referring to AbeOfArabia's Star Wars mod, seems to be a new mod. Looks interesting and has a good ship variety, gonna try it if I wasn't busy making the next update.

Thank you. I'll keep an eye on that one as well, but for now I'll stick to this one for many more saves. ;D

3
Modding / Re: [0.95a] Star Wars 2020 v0.7.10
« on: January 12, 2022, 03:53:52 AM »
the other Star Wars mod

Out of curiosity, which one are you referring to? Would you mind providing a link to it (via Private Message, if you can)? Thank you very much in advance.

4
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: January 12, 2022, 03:48:44 AM »
They can still be found on my Patreon or in the previous pages. However other modders and myself won't make it easy to grab because otherwise it implies there will be support for older version, which quickly becomes an untenable position over the years as older and older versions pile up.

I see, thanks. I wanted to try a 0.9.1a modlist because of ship/weapons pack not being updated, I really love the mods bounty systems with it's unique ships and gameplay. I'll just have to wait for an update.

Ship/Weapons Pack has been recently officially updated by Dark.Revenant. The tag on the mod index page hasn't been updated yet, but if you check the actual mod page it has the 0.95.1a version tag.

5
Modding / Re: [0.95a] Star Wars 2020 v0.7.10
« on: January 02, 2022, 03:14:22 PM »
Are we getting a 0.95.1a version?
This is one of my favorite faction/ship mods

Take this with a grain of salt, but I think the current version is still compatible with 0.95.1a. I tried booting the game with this mod enabled, and I had no issues.

6
Modding / Re: [0.95a] Star Wars 2020 v0.7.7
« on: December 31, 2021, 09:50:31 AM »
working on Executor SSD

The Sector will finally know peace. <insert Emperor cackle here>

Well, what can I say. I deployed myself in a custom-fitted Executor (using Heavy Quad Turbolasers for mediums, MG7 Proton Torpedoes for missiles, and Laser Cannons for PD, no fighters), and managed to single-handedly vanquish three (modded) Sindrian invasion fleets without taking a single point of damage. I am extremely happy.

7
Modding / Re: [0.95a] Star Wars 2020 v0.7.7
« on: September 18, 2021, 09:22:53 AM »
working on Executor SSD

The Sector will finally know peace. <insert Emperor cackle here>

8
Modding / Re: [0.95a] Star Wars 2020 v0.7.7
« on: September 18, 2021, 09:20:01 AM »
hey, super interested in this mod, and I'm dying to use it. I might have messed up the installation, or may have another issue, but I can't seem to get it running. I've disabled all other mods I have, except for LazyLib 2.4e and Star Wars Mod 0.7.7. when I installed it I unzipped the file and copied it, and pasted it all in Program Files (x86)>Fractal Softworks>Starsector>Mods. What did I do wrong?

I would try to update LazyLib from 2.4e to the current 2.6 version, and then try again. Also, did you allocate more RAM than the standard 1024MB the game allocates by default? You can check the latter by opening the vmparams file (located in the main Starsector folder) with any notepad editor. The -Xms1024m -Xmx1024m arguments (if that's what they are) are what you're looking for. What's your pc's RAM?

9
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: August 13, 2021, 07:48:24 AM »
In that case you should probably use console commands to give yourself infinite fuel and attempt to use the gate

Googling Star 'Sector Console' it only comes back as a mod? Is there a console outside of the 'Console Commands' mod?

Can confirm we were both referring to https://fractalsoftworks.com/forum/index.php?topic=4106.0. I'm personally not aware of an ingame console.

10
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: August 10, 2021, 07:15:00 AM »
If you happen to have the Console Commands mod installed, you can use the "sethome" command followed by the name of a planet of your choice (one of your colony, perhaps, or some other core world planet) and then use the "home" command to instantly teleport there. JAL28's approach could also work.

11
Modding / Re: [0.95a] Star Wars 2020 v0.7.4
« on: June 21, 2021, 09:14:11 AM »
Hello!

First of all, thank you for making this mod. It's become a staple for many games at this point. In the latest one I've conquered the CIS, Republic and Rebel Alliance systems, and I'm currently waiting for the opportune moment to betray the Empire and invade them too (I'm using Nexerelin).

Also wanted to notify you of the fact that the CIS Providence Dreadnought currently has 0 OP, so you can't customize the base weapons it comes with (I constructed mine, I assume if you manage to salvage one it will be even worse of an issue).

Great job so far, I love Star Wars, and I love playing as an Empire detachment aiming to become the True Empire. :D

12
Decided to add this mod when I started a new 0.95a modded save, and I'm in love. So far I've encountered Karengo and Riley, and let me say... Awesome work!
I'll mark my thoughts on them as spoiler for good measure.

Spoiler
Karengo is quite the character. His adventures are really fun (and dangerous. Guy is an adrenaline junkie, I swear. Hah)
Riley's story was very touching, I went with the more empathetic route (going with her to see her father, holding her, etc.) and was pleasantly surprised by how wholesome the whole story was.
I noticed that she says she'll return to the big city, and that she'll find her way back at some point...does that mean we can meet her again somewhere?
[close]

I look forward to finding more of these quests. Thank you for making this mod!  ;D

Thank you so much. Comments like this motivate me to add more content during my dev time, rather than work on another mod.

Thank you again.

Quote
For better or for worse, you've seen the best of the mod already. There are a couple more, but they are short and straightforward and I didn't put as much time into them (wanted both quality and quantity).

I've since found the scientists quest, and it was exactly as you described it. Simple and straightforward. Still missing the last one.

Quote
Maybe I'll throw a poll up, seeing what folks what like to see next; more Karengo, more Riley, or something new.

Honestly, as much as I like Karengo's adventures, I'd lean towards more Riley. Karengo is a close second, though. But, Riley's wholesomeness was something I was not expecting that left me pleasantly surprised, so I'm down for more :D

13
Decided to add this mod when I started a new 0.95a modded save, and I'm in love. So far I've encountered Karengo and Riley, and let me say... Awesome work!
I'll mark my thoughts on them as spoiler for good measure.

Spoiler
Karengo is quite the character. His adventures are really fun (and dangerous. Guy is an adrenaline junkie, I swear. Hah)
Riley's story was very touching, I went with the more empathetic route (going with her to see her father, holding her, etc.) and was pleasantly surprised by how wholesome the whole story was.
I noticed that she says she'll return to the big city, and that she'll find her way back at some point...does that mean we can meet her again somewhere?
[close]

I look forward to finding more of these quests. Thank you for making this mod!  ;D

14
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.9 [5/26/21]
« on: May 31, 2021, 10:26:53 AM »
There is a issue with ARS and Nex in that if another faction captures one of their bases you will get this message every in game day

IMAGE

And it's really annoying.

Its being looked into, those bases should be destroyed the moment the station is defeated, otherwise, if anyone other than the ARS owns them.

Is there a way to remove the station? Edit my savegame perhaps or console comands?


The only workaround I've currently found is with Console Commands, and it's this:
- Locate the base that gives the "faction respawn" message (I used the planet list as I couldn't find it otherwise);
- Take note of your relations with the faction that conquered the base (in case they're allies and you don't want to anger them);
- Engage the station, and once in the combat screen use the "nuke" command, repeat until you win;
- Decide what you want to do with the loot you generate from the fight;
- Restore your relations with the faction that conquered the station.

I haven't tested if destroying the station by actually fighting it solves the spam issue, I saw it worked with the nuke command and went with it every time.
Hope this helps.

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