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News:

Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - Edix

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1
Bug Reports & Support (modded) / Re: Exiled space CTD
« on: October 28, 2023, 08:09:31 PM »
took a trip to the discord a while ago. I fixed it and now it doesn't crash when I look at locator chips anymore! huzzah!
*UAF nuke salute*

2
Bug Reports & Support (modded) / Re: Exiled space CTD
« on: October 28, 2023, 04:13:09 PM »
I'm positive I followed those instructions the letter, but now I can't find the launcher when i try to boot it? it appears in my taskbar. I saw mention of it being off center or zoomed in, but it's flatout NOT on my screen?

3
Bug Reports & Support (modded) / Exiled space CTD
« on: October 26, 2023, 07:34:57 PM »
On the lastest version, 0.96a-RC10, whenever I try to hover over a specific item from exiled space, my game immediately dies and i'm looking at the launcher again. the item in question is what you insert into the gate to generate systems from the type of star, faction and strength of the foes you meet, to the quantity of loot you'll find. plus some other modifiers, such as the appearance of space doritos.
I just forget what they're actually called... really hammers home the whole save early, save often doctrine.

Log attached, Modlist below. Note that for certain mods, I've had to manually "update" them to 0.96a. exiled space included. Might be a possible source.

A new level of confidence [30]
Autosave
Better Colonies
Combat Chatter
Commissioned crews
DIY Planets
Exiled Space
FED [FTL ships in starsector]
Fuel Siphoning
Graphicslib
Ind. Evo. 3.3c
interstellar federation refurbished
Lazylib
Magiclib
nexerelin
SCY
Starship legends
supply forging
terraforming and station construction
UAF
Unknown Skies
VIC [currently disabled - pending update]

4
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« on: October 25, 2023, 04:32:01 AM »
Dang, i was making a return to starsector and going through the pain of updating mods that were months out of date...

Sad that VIC will miss out on this new campaign. was even gonna add more factions. like the meme sindrians XD
currently got SCY UAF and FED.

5
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 06, 2023, 05:15:08 PM »
Is there a setting or config file I can change somewhere to make Tundras count as water-rich worlds (can build Ismara's sling, can terraform to water world etc.)?

I MIGHT be mis-remembering, but isn't a tundra a cold desert?

6
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: March 30, 2023, 11:49:23 AM »
I would LOVE the ability to build my own watchtowers and relevant stations, or perhaps lesser makeshift versions.
Besides a Defense station, maybe it could cost something like requiring an Alpha AI for the core station to work + gammas for the watchtowers as it already takes a building slot on the colony it's attached to. Though personally I would have a 1 per system limit.

My Concern is the balance of the idea. Your planets could potentially shrug off anything anyone could ever muster. For example, I YOLO'd Chicomoztoc and won [barely] and after some suppression and development I have managed to achieve 220k ground defense. So far every attack against it after the fact has failed on the ground. Brings Cadia from WH40K to mind...


Watchtowers? I think that's from a different mod, not TASC.

I just checked.... Exiled space. oops.

7
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: March 30, 2023, 10:22:00 AM »
I would LOVE the ability to build my own watchtowers and relevant stations, or perhaps lesser makeshift versions.
Besides a Defense station, maybe it could cost something like requiring an Alpha AI for the core station to work + gammas for the watchtowers as it already takes a building slot on the colony it's attached to. Though personally I would have a 1 per system limit.

My Concern is the balance of the idea. Your planets could potentially shrug off anything anyone could ever muster. For example, I YOLO'd Chicomoztoc and won [barely] and after some suppression and development I have managed to achieve 220k ground defense. So far every attack against it after the fact has failed on the ground. Brings Cadia from WH40K to mind...

8
I have a question,i finish the uaf win event,and get my prize of super caps and other stuff but there's one thing I can't get,the queen's battlecruiser,it says i only need 1mil and 3 story point,i got them after i purchase the super caps,still left with 63mil and 19sp,but i can't buy it for some reason,it says i was out of credits,but i have them though,how can i get it?

there's a win event? just bought myself a solvernia - the expensive way :( 50m offer never happened - time for a purge of core sector!

9
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: March 21, 2023, 08:58:34 PM »
Couple questions:

-Are resource deposits ever destroyed by terraforming?
-If I terraform an Arid to a Terran, and it has adequate organics already, does it decrease to the terran starting (sparse organics)?
-Are ruins modified or destroyed by terraforming?

No, no, and no. Technically speaking, terraforming can only give planets the adequate farmland modifier if they don't have a modifier already. it does NOT remove or otherwise change deposits in my experience.

I've terra'd a barren planet all the way to Terran, and a frozen as far as ocean. No change to existing deposits ever happened.

10
How do I use the rogue wave landing ability when invading?
I had the required atmo munitions and a sunami[MP] carrier yet the ability tells me I don't have the required ship to do it.
I do carry around 600 marines and heavy armaments each so could it be I need a second carrier? given they support 450 according to their tooltip.

11
Suggestions / Re: Ship horn button (noise in space)
« on: March 07, 2023, 12:40:56 AM »
we already do. it's called the interdiction pulse. great for scaring away hyperspace ghosties.
[ I'm on a deadline dammit quit draining my drive field! ]

fun fact: do it enough eventually you'll come across some flavour text when visiting a bar. apparently other spacers don't like it when you "shout" at the ghosts.

12
5. agents again but make uaf join a militaristic alliance and they will become aggressive Gandhi

oh god, the Civ PTSD.... this is why I fight FOR the UAF not AGAINST them. I kill myself enough with semibreves let alone being shot at with them! they have a habit of exploding right out the barrel. strike craft perhaps? an errant flare? whatever the reason I'm practically a ghoul at this point.

13
Have you try the hotfix?

oh. I'm still running 0.73c. lemme try that rq

yup, that did it. surprised I missed that.

14
Have you try the hotfix?

oh. I'm still running 0.73c. lemme try that rq

15
Am I the only one here having difficulty with the whole interdimensional confectionary business?

Commisioned - yes.
acquire permit from nia - yes.
free industry slot - yes.
buildable - should be but I can't. keep being told I need to be commissioned/allied with the UAF and the permit.

Is there another condition I'm missing? or is the fact I've done everything simply not registering?

I literally got commissioned and the permit in the same visit to vermillion station, yet I still can't build it. Hell, I even got all the other perms too. except the omniscan because I don't have the required ship yet in this run.

besides this - I'm not having any other issues whatsoever, other than copious misuse of semibreves.

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