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Messages - renegade_sock

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Mods / Re: [0.96a] Better Variants 1.3.0
« on: June 25, 2023, 10:26:15 PM »
Hey, I'm really glad to see this updated!

I'm getting an error when Variants Lib 0.4.0 with Better Variants 1.3.0 with Starsector 0.96a-RC10:

"Fatal: Ship hull variant [shade_d_pirates_Assault_bv] not found!"

I assume this must somehow be a mod conflict issue given nobody else is reporting this problem, do you know how to handle these kinds of issues? Really wanna be able to use this mod in my playthrough.

On a side note, is it safe to add this update to a pre-existing save?

2
Actually nvm, seems repair docks don't work if the faction that owns them is hostile to you? Once I invaded the planet, they started to work again.

3
Has anybody else had issues with the repair docks? I'm leaving ships with D-mods in them but they're not being repaired despite the fact that I have adequate credits and have waited months.

4
Mods / Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« on: June 14, 2023, 12:03:47 PM »
> I don't want you guys working around silly issues while I'm procrastinating. Here's a functional update with proper 0.96 support. Full release version will include polish on actual skill effects. Appreciation to Sanrai for helping point out some of the changes.

Thanks!

5
Mods / Re: [0.96a] More Military Missions
« on: May 18, 2023, 02:27:26 AM »
Fantastic idea, looking forward to trying this out!

Do you feel like the rewards for these missions are roughly on par with regular bounty missions?

6
Mods / Re: [0.95.1a] Too Much Information 0.96 BETA
« on: January 13, 2023, 03:11:29 AM »
Bold of your mod to assume I can ever have enough information about the minutia of my ships! Great stuff man, very keen to give this a go

7
Mods / Re: [0.95.1a-RC6] More Combat Terrain Effects 1.1.4
« on: January 13, 2023, 03:08:50 AM »
Hey so this mod looks amazing and these kinds of additions to the combat maps are desperately needed.

That being said, I'm concerned about to what extent (if any?) the AI will compensate for these hazards. I imagine any effects that just universally alter stats will be fine, but will AI ships actively try to avoid hazardous regions, and if so, will they do so in an intelligent manner?

Regardless thanks for making this mod, very keen to try on my next run :)

8
RIP artists, Jesus these look surprisingly good. Great idea for a mod!

9
Mods / Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
« on: October 07, 2022, 11:54:05 PM »
I like the visuals in this mod but unfortunately, I don't believe the balance is very good.

Scatter Targeting Device is an easy example, trading 35% range for damage is insanely OP

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Mods / Re: [0.95.1a] Polaris Prime v0.25 EN Edition
« on: September 21, 2022, 01:14:00 AM »
Hi, I really like the artwork in your mod but I feel like the very bad balancing does ruin it. It's frustrating because whilst I want to give smaller mods like this one a try, I now am stuck with the Polaris faction in my campaign.

An example of the bad balance is the "Light Tracking System" which is essentially a point defense, homing, high-velocity pulse laser in a small weapon slot for only 8 OP. It's so ridiculously overpowered that I feel like a good faith attempt to balance wasn't made, at which point I think it would be worth adding a disclaimer to your mod that it isn't intended to be balanced.

11
Another wonderful mod from you!

12
Mods / Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« on: September 10, 2022, 09:17:12 PM »
On a side note, is it possible to add an option to reduce the stability penalty to raiding? It seems a bit too easy to decivilize hostile colonies with just a few raids

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Mods / Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« on: September 10, 2022, 09:14:36 PM »
Hi, is it intentional that when I gift a market to a friendly faction, I only get a very minor reputation boost, but when said market then gets invaded by a hostile faction, I get a huge reputation penalty to my friendly faction? It seems odd to be so heavily penalised for gifting a faction a market, even if it is later inavded.

14
Mods / Re: [0.95.1] Yunru Core +
« on: September 10, 2022, 02:05:04 AM »
Hey has anybody else noticed that the citadel ship is stuck on inverted "Strafe and turn to cursor" mode? I have to hold shift for it to act like a normal ship, but if i literally switch in combat to another ship, it controls like normal. I'm trying to find if there is anything in the code that could cause this, will see how i go

I resolved it, it was due to an interaction with the ship and the flux reticle mod. I assume it must save the turn to strafe toggle for a specific ship type

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Mods / Re: [0.95.1] Yunru Core +
« on: September 10, 2022, 01:07:27 AM »
Hey has anybody else noticed that the citadel ship is stuck on inverted "Strafe and turn to cursor" mode? I have to hold shift for it to act like a normal ship, but if i literally switch in combat to another ship, it controls like normal. I'm trying to find if there is anything in the code that could cause this, will see how i go

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