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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 - A_Random_Dude

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1
The tech tree, the research linked to it and the improved fertilizer are from Ashes of the Domain, not Ind.Evo.

2
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: March 27, 2024, 05:03:33 PM »
That's because, as Brainwright said on the previous page, it's still on 0.96. You need to go in the mod's folder, search for a file called "mod_info.json", open it with a text editor like Notepad++ and manually change the game version to the current one.

3
Modding / Re: [0.97a-RC11][WIP] SCY Utility Ship Pack 0.4a
« on: March 25, 2024, 03:57:46 PM »
Oh, my apologies. Didn't even notice the similarities.

4
Modding / Re: [0.97a-RC11][WIP] SCY Utility Ship Pack 0.4a
« on: March 25, 2024, 02:59:27 PM »
Just a heads up: the name Balius is already taken by the main mod.

5
It currently isn't. Just edit the game version and it should work.

6
Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: March 24, 2024, 08:06:51 AM »
All three of them? As in, you're trying to run both the current version of the mod and the dev one? Because they can't work together. They're two instances of the same mod. Unless you're not, but then I don't understand what that "vanilla" stuff's for.

If you really want the new indev content, just go for the dev version. If you want a stable (and sufficiently finished) experience with the mod, go with the 1.9.12.

7
Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: March 24, 2024, 12:53:29 AM »
The Dev version adds a good amount of new stuff (which I don't want to tell here, as it could be seen as spoilers). Not sure what you would count as "experimental mechanics", but there is definitely something to be found by doing some exploration. Be careful though: as a beta version, it isn't finished (most of the new stuff lacks description, there might be a few bugs, etc).

As for the skin pack, simply use it alongside the main mod and change the game version its mod_info.json asks for. If that *still* don't work, simply copy/paste the sprites from the skin mod's folder into the main mod's ship folder. I doubt it'll be needed though.

8
Mods / Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
« on: March 23, 2024, 03:36:51 PM »
Then get!

9
Mods / Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« on: March 21, 2024, 05:57:03 PM »
Works fine, just edit the game version manually and you're set.

10
Mods / Re: [0.96a] ScalarTech Solutions 0.9.1
« on: March 21, 2024, 02:17:09 PM »
There is, yep. Go in the mod's folder, look for a file called "mod_info.json" and open it with something like Notepad ++. Then change the game version found in it with the current one.

11

Just wanted to point out that, even though you don't actually see it in game, the Astral's description states that a few of those are indeed used by hegemony fleets. It's just impractical to field them, as you said, but they still got a couple lying around.

I wonder if that's still canon. The early plot, which the missions are still built around, has faction compositions that are a lot less unique, and a lot less uniform, than what we see in the campaign. The League fielded high-tech ships, for example, and the Hegemony had a few Herons in their composition.

Eh, I wouldn't be surprised if it's indeed a case of old lore tbh. But still, there's at least some difference between using it in lore and not using it at all imo. There is also the fact that the Hegemony uses hightech ships as auxiliaries, if only just the Wolf (and the Buffalo of course, but that hardly counts here). Would be funny to see an Astral (A) flying around, now that I think about it.

12
Mods / Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« on: March 19, 2024, 06:58:14 AM »
Well, I certainly wasn't expecting such a detailed answer to my question.

Quote
but I absolutely will not release anything without the author's permission

As far as I'm aware, Tartiflette's left this game to mod another. Maybe he'll come back at some point, but for now there's a message right at the end of this thread's OP saying that anyone's free to update the mod/make ship packs out of it. Someone released their kitbashes last version, so you should be absolutely fine if you want to share what you're making. There are a few conditions to that though, so I let you give that message a read.

Quote
the question rather from 'If' should be directed at 'Why?' and 'What for?'.

Honestly? I just like having pirate/pather versions of existing ships. Also, for a more "lore friendly" reason, well... There are already cases of SCY officers turning out to be moles/double agents (you can see this in the missions iirc).
If that happened during a time where the overwise secretive faction had spent cycles hidden away from the rest of the core worlds, actively being a menace to the others and keeping a close eye on who ends up working for them/accessing sensible info, I think simple deserters/officers turned "mercenaries", or even captured ships as you suggested wouldn't be that much of a stretch, even for them. Hell, it wouldn't even be that hard to imagine a few corrupt officials selling old/damaged hulls on the black market to make a few easy credits. In that last case, I mean... They already have a decent industrial/fleet power for a small polity, so it's not really that weird either to have some discarded hulls vanishing from the dismantling lines.

Freighters/tankers are still a good idea in any case. Stuff like the Keto and other special/rarer ships would be a less likely choice for pirate conversion however, as it's precious technology that the faction would definitely keep a close eye on, even if the ship is effectively non-functional and set to be dismantled.

13
[...]Hence why Hegemony doesn't use Astrals. [...]

Just wanted to point out that, even though you don't actually see it in game, the Astral's description states that a few of those are indeed used by hegemony fleets. It's just impractical to field them, as you said, but they still got a couple lying around.

14
Mods / Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« on: March 19, 2024, 12:15:20 AM »
I have to agree, the midline one on top left does indeed look good. The lowtech(?) one feels closer to a Diable Avionics skin, though.

Personally, I've always noticed that there was a distinct lack of pirate variants for that faction. I guess it'd require a bit more editing than just color changes, but do you think that's feasible?

15
Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: March 18, 2024, 01:25:02 AM »
Having played with that mod and all, it works just fine, really. Also, while there isn't a version with abyss content, there's a beta of the upcoming update available (still unfinished because, well, the author's still on hiatus). A simple edit of the mod_info.json is all it needs to work on 0.97.

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