Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Zdubfreelancer

Pages: [1]
1
General Discussion / Re: Considering buying this
« on: October 06, 2023, 12:45:42 PM »
It is a hobby level game if that means anything! mod it up and enjoy a skyrim level expierience!

2
Modding / Re: Planet types
« on: October 06, 2023, 12:24:38 PM »
runcode PlanetAPI star = ((StarSystemAPI) $loc).getStar(); $loc.addPlanet("cc_gasgiant", star, "Gas_Giant", "Gas Giant", VectorUtils.getAngle(star.getLocation(), $playerLoc), 250, MathUtils.getDistance(star.getLocation(), $playerLoc), 120)

Any help on why I cannot spawn a gas giant planet with console? thanks much appreciated.

3
Suggestions / Re: Suggestions and Review by a New Player
« on: October 06, 2023, 10:52:22 AM »
You really, really need to play this game with mods chum. Especially the console....grown men rarely have the time to trounce around in the hyperspace void for hours travelling.

4
Modding / Re: Issue with the retired drone_pd ship system
« on: August 28, 2023, 09:44:08 PM »
Having same issue whenever i look into ships catalogue. Not sure which ship is causing it. I did what you did in the file, but have no clue which mod you are speaking of.

5
Modding / Issue with the retired drone_pd system.
« on: August 25, 2023, 08:51:42 AM »
Getting an error when fighting certain fleets called "error: done_pd system not found" causes my game to crash. I have a pretty extensive mod list, upwards of 60 or so mods, so not even sure which one is actually causing this. I looked it up and there is a post from 2017 that found the issue, but is very vague about where the problem actually is.

6
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: January 26, 2022, 09:43:34 AM »
where do i get a little technical support? have an issue from a fatal error , have a heavily modded game trying to pinpoint which mod is causing the issue
need to post a screenshot

7
Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: January 24, 2022, 11:49:44 PM »
how do you get this mod to run with rc-6?

8
Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: January 23, 2022, 02:08:47 AM »
anyone got the update for the rc-6 version that works? doesent want to load , even attempted fixing it myself, but a novice with coding.

9
Mods / Re: [0.95a] Diable Avionics 2.64rc1 (2021/12/11)
« on: January 11, 2022, 03:52:27 AM »

Quote

    Edited the Pandemonium to remove that ridiculous fuel and supply drain it has to bring it in line with other dreadnoughts...its the only ship in the diable fleet that can go toe to toe with some of the crazier exotics floating around in modland...and not for nothing makes a hell of a centrepiece for the fleet, and allows aggressive expansion. Really should take a look at it and balance wise it's fine it does what a dreadnought should do, id go as far as adding a way to upgrade it outside of op to carry frigates or do in battle repairs to smaller ships not just wanzers. Or upgrade it as a mobile base...complete with storage ect...its that big of a ship to warrant a base level infrastructure including fuel and supply generation. not sure how hard that would be to code in, but ill take a look myself ^_^

I'm not going to balance a mod against other mods, that only leads to undesirable arms-races. The Panda is able to take on all the vanilla capitals, I think the price is appropriate for that kind of performance. If I were to change it into such "centerpiece", I would have to restrict dramatically its availability, maybe even make it unique. If I did that, I suspect I would get screamed at even more than I already am for "ruining the Pandemonium".

well, tbf because most diable ships get merked by other mods ships is why i edited the files... when fighting on the line especially against a heavy carrier based fleets the wanzers get merked and then they advance and without a ship like the pandemonium to hold the line while the carriers are reloading end up in a bad spot....(has happened more then once, even lost a panda), I'm starting to mess around with giving them a little more op 10 for frigates, 20, for destroyers and 25 for cruisers and capitols...brings them in line and can carry the efficiency mod on almost all of them making supply tolerable early to mid game when your just helping expand the faction n raiding/exploring/salvaging. The fuel and cr rates are what kills it because with mods like vicious sector your facing back to back invasion fleets or vengeance fleets especially if you go to war with one of the major factions... it's more of a balance for heavily modded games. I can see just basing it off vanilla parameters though and your reasoning super sound and I understand why you wouldn't want to base yours against other mods....but thats why i spent the time too lol ^_^ your awesome for even making this no worries.

the caliope thing is more to just bringing it to motif style...really just a aesthetic thing. Blue grey and yellow looks really dumb on red and black and white lol , and i know there is skins but just for 1 weapon system is silly. Actually trying to find the file and change the colors myself lol. Copy paste paint job....cause its a weapon that really helps and compliments the micro missile spam. I have a save with most cruisers carrying them, and with the eccm mod they really stand out and do some work...giving that extra punch for the wanzers to to get in there and do there thing.

It's against dassalt where diable struggles the most.... the fighter screens are thick 30+ fighters in there high end fleets....it gets hairy real quick. Have had to retreat the line a few times after a 20+ minute *** match even with a panda and supporting ships carrying crazyhorns and carriers can't quite crack that nut lol but I suspect with a fleet carrier and some LR artillery and spearheaded by the panda ill take their homeworld...finally.







10
Modding Resources / Re: [SERVICE] Custom Paintjob and Sprite commissions
« on: January 09, 2022, 10:32:02 PM »
Would you be able to skin the Virtuous Wanzer and the space station from diable? and I have a very odd request ,as I do not know what permissions or what it would involve....but could you edit the the dassault mikoyan engineering fleet carrier into the diable motif? give it some mecha feels and such? and put it into the diable roster? also looking for cooler diable(ish) capitol haulers and fuel tankers. I would be willing to throw some dolla dolla bills....because i am a firm supporter of the diable style in this game.

11
Mods / Re: [0.95a] Diable Avionics 2.64rc1 (2021/12/11)
« on: January 09, 2022, 10:21:11 PM »
Yeah I had same issue with wedge like ships....but the virtuous blueprint is in the game, found it by raiding diable forward base. Alternatively I recamend using console to give yourself the blueprints, cause theres really no reason you shouldnt have them off the bat. My midgame fleet is running 4 virtuous 1 of each type with the ai implant mod , so i can control them at will to deal with the flanks or assist the line. the trick is to make sure you have ENOUGH wanzers run lots of carriers....armed with lrms and micromissiles time your wanzer strikes with missiles and youll turn anything not a heavy cruiser into space paste. The pandemonium is an ideal line holder supported by hayles and ecm destroyer carriers in the back, mealtrom is midling...because 2 siege guns is no joke...1 is meh. Run around with the virtuous to keep things in check its a solid and scary fleet of 15 combat 5 carriers and 5 haulers, 2 fuel haulers and 3 salvage rigs. make sure you have enough hayles...as they sometimes get merced by guass and beam ships or enemy fighters.

12
Mods / Re: [0.95a] Diable Avionics 2.64rc1 (2021/12/11)
« on: January 09, 2022, 09:53:31 PM »
So, after looking at and trying a bunch of different modded factions like 120 or so hours, This Faction easily the coolest and really want to thanks flash and whoever helped him make these. You have my upmost admiration and respect. Makes this game way cooler for a fan of mecha like myself.

I wanted to give my 2 cents after using only diable ships in campaign because they clash waaaaay to much with other ships besides a few volkov and a few exotic ships. I like that volkov weapons match up well with this faction as well...and they definitley enhance the abilites of especially the cruisers. I do have a few cents to offer and some suggestions though.

Wishlist:
weapons:
diable version of the caliope saturation missile, ( anti shield saturation )

a LRM emp missile saturation version

diable railguns, but really this is just for fluff....volkov railguns work really well on diable ships.

diable version of a disabler, cc beam or debuffer.

expanded ecm warfare options, because alot of factions guns outrange even high end diable weapons.

a way to deal with phase cloak effectively using only diable tech.

Ships:
a cruiser that transforms or rather opens to reveal a really giant laser canon or railgun...op but will be really fun to use in game.

a capitol fuel hauler, in diable colors and style.

a unique dedicated capitol hauler... see no man's sky for reference. There is some pretty mecha looking freighter ideas there that would fit the diable motif.

A Diable style Fleet Carrier, that could also be the ship with the giant laser......carrying at least 7 bays...id put it in the same category as the pandemonium in power level and would act as its partner. suggested loadout would be 2 heavy missile slots 2 medium universal 4 small hybrid 4 small universal, built in laser/railgun 7 wanzer bays built in mods: improved wanzer gantry, upgraded version of the regular, some kind of cnc mod, an ecm mod and targeting core.

Edited the Pandemonium to remove that ridiculous fuel and supply drain it has to bring it in line with other dreadnoughts...its the only ship in the diable fleet that can go toe to toe with some of the crazier exotics floating around in modland...and not for nothing makes a hell of a centrepiece for the fleet, and allows aggressive expansion. Really should take a look at it and balance wise it's fine it does what a dreadnought should do, id go as far as adding a way to upgrade it outside of op to carry frigates or do in battle repairs to smaller ships not just wanzers. Or upgrade it as a mobile base...complete with storage ect...its that big of a ship to warrant a base level infrastructure including fuel and supply generation. not sure how hard that would be to code in, but ill take a look myself ^_^

all in all this is by far the best faction expansion mod available by a long shot....both i quality and aesthetic. I have some other ideas...and I am willing to help make it happen in my free time. This is my 4rth adventure modding a game....cant wait to see what it looks like in a year.


13
anyone willing to email me this file and better colonies? , the d/l link gets spit out for me thanks in advance.

14
Mods / Re: [0.95a] Better Colonies 1.63
« on: January 06, 2022, 06:46:22 AM »
cant access this file can someone email it to me? thanks! not sure why my net doesent like that filehosting site many of these guys use.

15
Mods / Re: [0.95.1a] Interstellar Imperium 2.5.1
« on: January 06, 2022, 06:36:40 AM »
Unable to connect

An error occurred during a connection to doc-0o-70-docs.googleusercontent.com.

    The site could be temporarily unavailable or too busy. Try again in a few moments.
    If you are unable to load any pages, check your computer’s network connection.
    If your computer or network is protected by a firewall or proxy, make sure that Firefox is permitted to access the Web.

having this issue with quite a few mods including this one, does not let me access the page to download the file.

Pages: [1]