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Messages - Captain Draco

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Mods / Re: [0.95a] Luddic Enhancement Mod 1.2.5i
« on: December 19, 2021, 10:00:44 PM »

After getting everyone's feedback, I'm still unsure as to what people like - some people here don't like the experimental change, while others on the discord love it. For the time being I'm going to release an update to both versions. The official version will now have properly functioning IED ships, while both version have minor tweaks to the Christopher's Speed and the Starliner (LP-X) flux stats.

Changes with Version 1.2.5i:
-Fixed IED ship AI to actually charge into enemies properly.
-Fiddled with IED explosions in light of the above, as they weren't properly dealing damage when they charged.
-Christopher now moves slightly faster
-Starliner (LP-X) flux stats tweaked, it should be a bit more scary now.

Download the OFFICIAL version HERE.

Download the SHIELDLESS EXPERIMENTAL version here.

Updates are savegame compatible.

EDIT2: ACTUALLY HOTFIXED. Please redownload if your mod is crashing from missing archaic Damper field.

Well I would love to see the mod split onto two parts, just paint jobs (Ludic Enchantment)  and then Ludic Armada for the new ships so players who don't like those can pick the former only.

Mods / Re: [0.95a] Controllable Domain Mothership
« on: April 17, 2021, 01:03:58 PM »
Nice would be nice to have the old girl in Hegemony, Church and Pirate Colors as well.

Mods / Re: [0.9.1a] Interstellar Imperium 2.1.1
« on: October 29, 2019, 07:11:18 AM »
Game crashes every time when loading menu with log ending:

85070 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.getFleetMember()Lcom/fs/starfarer/api/fleet/FleetMemberAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.getFleetMember()Lcom/fs/starfarer/api/fleet/FleetMemberAPI;
   at data.scripts.hullmods.II_TitanBombardment.updateDecoWeapons(
   at data.scripts.hullmods.II_TitanBombardment.applyEffectsAfterShipCreation(
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.oOOO.?00000(Unknown Source)
   at com.fs.starfarer.title.oOOO.String(Unknown Source)
   at com.fs.starfarer.title.oOOO.?00000(Unknown Source)
   at com.fs.starfarer.title.oOOO.super(Unknown Source)
   at com.fs.starfarer.combat.oOOO.B.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)
85223 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
85223 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]

Anyone knows how to fix it?

Modding / Re: Terraforming
« on: February 18, 2019, 09:27:50 AM »
Good point to start the quest would be Ithaca the planet which was in middle of terraforming when gates were sabotaged by 3T AI failed. Of course as for now it makes no sense that big four allow player to take best planet and just colonize them it would be far more believable you would need commission, really good standing with one of mayor faction and maybe even extra bribe fee for colony charter the way colonies were established on old Earth.   

Mods / Re: Luddic Enhancement Mod [BETA]
« on: February 18, 2019, 04:04:10 AM »
Finally the Church of Ludd got some love from modders, I like the backstory of Church industrial planet and added ships speaking of which can't wait for other low tech ships to be also added like Enforcer, Colossus and Onslaught.


General Discussion / Re: My Faction and what i can do?
« on: December 18, 2018, 12:57:23 AM »
1) Your faction is not sovereign and recognized state so in 0.9 at-least its not real faction per se, and not on tab. Hence why you are bullied by other factions with expeditions and under regime of Hegemony AI inspections.   
2) You can accept commission from one of mayor factions; then from my play-through Hegemony from which i got commission never attacked my planets but not really send any help neither so...
3) You can if you destabilize planet and make hjer uncivilized then you can colonize her but no planet and port catching in vanilla at least, but there is mod for that.
4) Not much at this moment, your colonies are good refueling and repair stations extending your exploration range and you can also produce weapons and ships there once you get blueprints and of course build heavy industries.

In my opinion colonies should be constructed only when you are part of faction, get commission and granted charter for founding one. Then of course if your colony is really successful you could have an option to declare independence and fight against your faction but it should not be easy or quick since Starsector is not really 4X game and there should be option for one ship play as smuggler/courier or what not.

Mods / Re: [0.8.1a] Ship/Weapon Pack 1.7.2
« on: December 11, 2018, 11:00:13 PM »
IBB ships are nice addition but they  are well...  just extra addition one can play without now given that colony management and exploration came onto the fore with 0.9 update.  But without extra ships all factions aside from Hegemony with its XIVs and Evil Corp with its modern ships (which i don't much care of) feel and play so... generic now. You pick League you got generic ships, you pick Dictate you don't even see Lion Guard ships, you pick Church you get again end up with vanilla Dominators and such independents and Pirates use too.   

I agree they should disappear  the moment colony grows from outpost/mining colony size of couple (hundred) thousands people and turns onto pan planetary polity of millions whatever faction you are ally yourself would not tolerate bands of riders/useless tribals unless you joined ranks with pirates maybe if only to not let Pather terrorists cover. On the over hand if you go onto tens of billions size you could argue that your hives like cities will have rather large problem with gangs and what not creating another de-civilized zones unless you are willing to crack down on civil liberties and your police force is both ruthless and not corrupt (fat chance for that). But in this sweet spot between 10.000. 000- souls? those should be really peaceful. Only problem is you really are not building any civil order structures on planet but I guess Police precincts, jails  and prisons and such are run by those civilian authorities you never have any contact with in game but they are present nether-the-less in Hegemony lore.

Speaking of which I noticed that player build colonies have no station Commander, Governor and Quartermaster unlike all other planets have you can only leave sort of Military Governor in charge... You should be forced to appoint all three of officials or allow some kind of elections in which case you would get random people in charge for one cycle each system would have its own drawbacks of course.

Bug Reports & Support / Re: Lost Activation key
« on: April 12, 2018, 10:41:32 AM »
Thanks Alex I send you mail with with my Data used in transaction (Name and address) hope it will help you out to solve this mess.

Edit Already solved thanks to Rayan from BMT Micro.   

Bug Reports & Support / Lost Activation key
« on: April 12, 2018, 02:26:45 AM »
Greetings I lost my activation key to game, what can I do to reclaim it? the Mail I got it with it got erased some years ago and now after reinstalling the Windows Game won't start again.  

P.S. I send the E-mail to [email protected] from E-mail adress I used to register here; although I am not sure if its the same E-mail I used to buy the game five years ago.

They generally don't speak to you when you have to low reputation with them; I prefer to make my ships into fast blockade runners when playing as merchant even when I am not smuggling; not going to share my goods to some criminal scum; this game makes you bleed credits too fast as it is now with fuel, supplies costing big dough and those damn warp storms.

Blog Posts / Re: A True and Accurate History of the Persean Sector
« on: August 28, 2017, 03:40:43 AM »
Some campaign like this added by tutorial would be nice; just gives us some options to progress in chosen direction like Space Wolves for example; or just say no to factions and play its as pure sandbox game which in my opinion would be optimal. Of course branching campaign is very time and resources intensive to write and then code for small developer team doubly so as Age of Decadence has proven. 

Announcements / Re: Starsector 0.8.1a (Released) Patch Notes
« on: June 17, 2017, 02:45:24 AM »
Hyperspace earthquakes too!

Demons and space monsters attacks please; I also modded infernum back; it does sounds more unique than generic fuel.

Mods / Re: [0.8.1a] Ship/Weapon Pack 1.2.0
« on: June 09, 2017, 11:04:06 AM »
Could you make Collossus in Hegemony colors and also skins for Luddic Church? I made mod for my private use with Knight of Ludd variants using Pather skins but its not the optimal solution. For now anyway Hegemony seems to be default faction to play with; I like them but having skins for other mayor factions (like Lion Guard ships) would be cool. 

Mods / Re: [0.6.2a]World War Mod ver.0.9.2
« on: February 28, 2014, 12:05:27 AM »
Its working after reinstalling the game but still in Chinese and Starsector grew too complicated for blind play, nevertheless thanks for the Effort. Wooden decks might be unrealistic for space ships but they do make models with better contrast which looks better in INMHO. 

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