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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Corelious

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1
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 22, 2023, 10:57:51 AM »
... How do I build any of the space stations?  I cannot for the life of me figure it out.

2
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: October 12, 2022, 07:56:03 PM »
Best way to counter the massive IED is with a phase ship that baits it.

I do this regularly and cause it to wipe out half it's own fleet.

3
Mods / Re: [0.95.1a] Better Colonies 1.86
« on: September 27, 2022, 10:18:11 PM »
Save game safe?  I learned the hard way to not assume lol

4
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.54
« on: September 27, 2022, 09:27:10 PM »
Baller - thank you for the reply.

5
Mods / Re: [0.95.1a] SpeedUp 0.7.2
« on: September 27, 2022, 09:26:50 PM »
Anyone running into severe FPS drops while traveling through hyperspace and using this? Not early game - after you've played for a few hours.  Also, does the default speed seem to be going slower?

6
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.54
« on: September 27, 2022, 09:06:22 PM »
Save game compatible?

7
Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: September 26, 2022, 05:08:48 PM »
Sat on this update for rather longer than necessary, but hopefully no bugs need fixing.

Nexerelin v0.10.5b
Download

Changelog
Spoiler
### Gameplay ###
* Introduce system for faction-specific market conditions
    * Currently have a +10% accessibility condition for pirates and Luddic Path
* Transfer market: Option to hand to commissioning faction and auto-get governorship
* Cargo scan doesn't check for heavy armaments if player has commission or alliance
* Ground battle gives free storage unlock on victory if player is attacker
* Independents can have a special task group as a treat
* Recently captured markets can't be transferred to factions hostile to player
* Old-style vengeance fleets cancel spawn if spaceport is disrupted
* Build station mission has small chance to not spawn interfering fleet
* Player special task groups have a teleport button for when they're stuck
* Remnant mission 2: Add some cool loot to mothership
* Remnant mission 3: Can now offer to join operation after fleets move out but before they reach target system; increase payment; other tweaks
* Random sector: Constrain min/max stars in central constellation
* Add a size-based minimum raid strength to cause unrest from raiding
* Fractal Shipworks milestone unlocked by Remnant plus bounty as well

### Fixes ###
* Counter-invasions aren't modified by brawl mode; fix them adding rather than costing invasion points
* Fix bugs with special task group costs
    * Fix having multiple special task groups but only paying for one
    * Fix player special task groups costing supplies for repairs and CR recovery
    * Remove the 25% premium paid on supplies and crew salaries (was supposed to be removed previously but this was bugged)
* Stellar Networks: prevent a case of marine XP loss when checking Remnant contact missions during remote call
* Fix submarkets on governed colony not being reset when player loses commission
* Skip invalid faction starting special items when generating blueprints for own faction start's bonus picker
* Colony expedition intel doesn't crash if market desc changer isn't running
* Fix a potential bug with minimum merc company level if player max level is changed
* Fleet request menu no longer leaks location of hidden bases
* Hypershunt encounter: Fix fleet behavior; giving a beta core no longer gives Remnant rep (only alpha core does)
* Fix a bug in alliance join weighting with `ignoreAlignmentForAlliances` setting

### Text ###
* Clarify counter-invasion text when ended due to invader being repulsed
* Replace en dashes with hyphens for Chinese version
* Fix ground battle 'timer for decision' bullet point
* Fix a counter-invasion cancellation message

### Modding ###
* Compatibility with newest Adjusted Sector
* Nex raids and (probably) legacy invasions support Crew Replacer mod
    * New invasion system to come later, will likely require significant modification
* Add `isPlayerRuled` setting to faction config (early implementation, largely untested)
* Add AgentActionListener
* Own faction setup picker: Fix title in tooltip of non-package blueprints
* Add `skillsReplace` setting for AIM merc officers
* Factions marked as 'free start' in their config won't generate planets or be toggleable in random sector

[close]

I some how missed that this updated this month - does it break saves?

8
Mods / Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
« on: September 26, 2022, 11:25:06 AM »
How do I access these upgrade?  So far I can only find the way to increase my ship's bandwidth but not how to install these modifications.

Ignore this -  I figured it out.

9
Mods / Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
« on: September 26, 2022, 11:19:31 AM »
How do I access these upgrade?  So far I can only find the way to increase my ship's bandwidth but not how to install these modifications.

10
Mods / Re: [0.95.1a] Better Variants 1.1.0
« on: September 18, 2022, 06:01:11 PM »
This update breaks saves.  Something about the file identifiers basically means that your saved games not recognize them as the original file - and prevents you from loading in.  Would be great if I could get the previous version.

11
Hey so suddenly all my games have hardly any star systems, with like maybe 15 unexplored ones appearing on the map.  What's up with that?

12
there seems to be some kind of weird situation, where sometime far in a save, the XP value of ships (the entire fleet) just gets stuck in 0 and cannot increase the XP from 0 no matter how many battles.



looking into the save data, they seem to be stuck in an NaN value.



i only noticed this fairly recently though.
saving the NaN value as a number (i.e 500 or whatever) seems to "unstick" the XP of a ship though
went from 0(nan), edited save file xp value to 500, loaded the save, and now it can climb to 600+ after a quick battle.



but yeah, weird thing is. It happens to the entire fleet at once
so something (probably) gets *** up at the moment the mod adds XP to ships after battle which is why it includes the civilian ships as well.


WHAT SHIP IS THIS. I MUST KNOW.

I see you put to work both of the mods "Starship legends" and "progressive s-mdos" would you please tell me which version of both are you using ? in my game i only have xp trackers don't have the traits "Well known" I'm sad... :(

Uh what mod is this ship from?

13
there seems to be some kind of weird situation, where sometime far in a save, the XP value of ships (the entire fleet) just gets stuck in 0 and cannot increase the XP from 0 no matter how many battles.



looking into the save data, they seem to be stuck in an NaN value.



i only noticed this fairly recently though.
saving the NaN value as a number (i.e 500 or whatever) seems to "unstick" the XP of a ship though
went from 0(nan), edited save file xp value to 500, loaded the save, and now it can climb to 600+ after a quick battle.



but yeah, weird thing is. It happens to the entire fleet at once
so something (probably) gets *** up at the moment the mod adds XP to ships after battle which is why it includes the civilian ships as well.


WHAT SHIP IS THIS. I MUST KNOW.

14
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
« on: March 30, 2022, 06:43:59 PM »
I keep getting a crash on launch saying that Zagur Glow or something like that is missing.  I assume it's a gun.

15
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: January 13, 2022, 04:46:31 PM »
Is it just me or is this version way more unstable with mods?  Constant bugs and low FPS.

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