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News:

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

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Messages - Zr0Potential

Pages: [1] 2 3 ... 8
1
Suggestions / Re: Time to triple the fleet budget!
« on: July 13, 2024, 09:22:14 PM »
I agree, I think you should be able to get extra points as long as you're able to foot the bill for extensive officer training or building more/better quality ships.

Cost would be scaled like SPs for example: +1 point is 200k creds, +2 is 400k, etc. and High Command could give you an extra free point or two (also they should be capped as 1 per faction imo, to make it better in line with the description too).

2
Mods / Re: [0.97a] Everybody Loves KoC
« on: July 06, 2024, 10:45:42 PM »
Hot damn didn't know there were lore reason for that, that scenario really painted a clear picture of their shady going ons.

I would be lying though if I don't say that those skins looks dope as hell, any chance it could be an alternative skin for members of the ambush task force? Or just include it in the files lol.

3
Mods / Re: [0.97a] Everybody Loves KoC
« on: July 03, 2024, 05:56:45 PM »
Awesome mod that makes the Core Worlds feel more lively

Anyways is there a chance we can get an alternative palette for the Mbaye-Gogol's Bastillon and Defender to match the other ships? They kinda stick out like a sore thumb compared to the darker, sleeker colors of the others

4
Halo, is there a reason why Nex spawns a Ground Defenses in Agreus? I'm using Ko Combine mod and now I have both Ground Defenses and Heavy Batteries
Nex adds the Ground Defenses as part of its 'enhanced vanilla markets' setting. I'll make it so it doesn't add the GD if the Heavy Batteries from Ko Combine are already there.

Well that explains it, what and where does the Enhanced Vanilla Markets add anyways?

5
Halo, is there a reason why Nex spawns a Ground Defenses in Agreus? I'm using Ko Combine mod and now I have both Ground Defenses and Heavy Batteries

This only happens when Nex is enabled (tried disabling IndEvo first but Ground Defenses still present), I've also checked the Arcadia.json, for the KoC mod it's supposed to be Heavy Batteries while the vanilla .json has no Ground Defenses/Heavy Batteries, modlist below

Spoiler
{"enabledMods": [
  "Everybody loves KoC",
  "IndEvo",
  "lw_lazylib",
  "lunalib",
  "MagicLib",
  "nexerelin"
]}
[close]

6
Mods / Re: [0.97a] Terraforming Made Easy 2.4.1
« on: May 11, 2024, 10:30:08 AM »
Has anyone tried both this mod and DIY Terraforming? I'm only using DIY for the radiant Scarred Spacer quest anyways
Have tested it with DIY and haven't gotten a crash, though the industry build list will get very long. Other than that it should work at the same time.

Good to know, I'll be taking this for a spin then, thanks

7
Mods / Re: [0.97a] Terraforming Made Easy 2.4.1
« on: May 11, 2024, 06:36:02 AM »
Has anyone tried both this mod and DIY Terraforming? I'm only using DIY for the radiant Scarred Spacer quest anyways

8
Please pretty please update this mod!

This is so awesome =)
I was wandering through the mod directory looking for the origin of my favorite ship - Cassowary. And here it is =)
please continue your updates and support of this mod.

This mod still works fine on the latest version iirc. There are a few bugs yes but most of the stuff works fine. I'd like to take this as my next maintainer project after Unknown Skies but due to a pretty busy irl schedule for a good while I wouldn't count on it just yet.

That would be awesome (if possible), appreciate the great work you've done with Unknown Skies

9
Mods / Re: [0.97a] Roider Union 2.1.0
« on: April 22, 2024, 04:34:44 PM »
Roider expeditions don't exist anymore. There are only mining expeditions atm.

Coming back I hope? I loved how alive it made the sector feel and I liked to tag along and see if I could scrounge up some good tech too :D

Aww that's too bad, I was starting to like em

10
Mods / Re: [0.97a] Interstellar Imperium 2.6.4
« on: March 07, 2024, 09:56:38 PM »
I'm sorry, I love this mod, but I just couldn't stand them, so I made mine. https://i.imgur.com/rz3tUt0.png

While I do not agree with the ones you made, I do agree that the ones that come with the mod are really taking out the immersion (especially for the Rome 2 cover guy, he's way too memorable)

11
Mods / Re: [0.97a] Roider Union 2.0.3
« on: February 19, 2024, 12:05:30 PM »
Expeditions are gone atm. I forgot to mention that in the changelog, sorry.

I've been wondering what exactly are expeditions? Are they just more things to kill when you're exploring or there's something more to it?

A brief explanation in the front page would be nice

They were basically NPC expeditions that you could encounter.  They would be heading to far off star systems collecting loot that they've gathered and stashed.  Most of the time I find the systems with the stashes before I ever find the expeditions though.  The systems with the stashes would have lots of stashes located around the system that you'd need to use the Neutrino Detector to find.  If the expeditions find you looting their stashes they'll be unhappy however.

That sounds very cool, thanks for the info

12
Mods / Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« on: February 19, 2024, 12:04:55 PM »
Hey King Alfonso, I updated the mod for the new update along all my other mods but I've isolated a fatal crash to HMI on loading the game, stating

Fatal: Error loading [data.scripts.weapons.SignpostOnHitEffect]
Cause: data.scripts.weapons.SignpostOnHitEffect
Check starsector.log for more info.

If there is anything I might do to get around that, and thanks as always for your amazing work!
Probably due to the Signpost being removed
-Removed Signpost, McGuyver and Kane weapons; already existing weapons fulfil the same role and better.

13
Mods / Re: [0.97a] Roider Union 2.0.3
« on: February 18, 2024, 12:01:17 PM »
Expeditions are gone atm. I forgot to mention that in the changelog, sorry.

I've been wondering what exactly are expeditions? Are they just more things to kill when you're exploring or there's something more to it?

A brief explanation in the front page would be nice

14
Mods / Re: [0.97a] Roider Union 2.0
« on: February 12, 2024, 11:42:49 AM »
Aww sweet new update

15
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 18, 2024, 04:52:39 PM »
Chiming in on the dominator hate, my endgame combat fleets that do everything always include at least 2 14th dominators because they're absolute beasts when supported. If anything dominators are the benchmark of 25 DP cruisers and i regularly rate modded cruisers against them.

Yeah the Dominator is too good for just 25 DP, 2 large ballistics & solid line holder for that price is just too good, maybe raising it a bit to 27/28?

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