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Messages - Gundamfan

Pages: [1] 2
1
Mods / Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
« on: January 19, 2023, 05:19:42 AM »
Second Note:
It not that your damage output is weak that i had to edit
it's because i edited the Mod Packs to the point that it is OP or brainbashing Like a Frigate armor Hullmod have 20k worth of Armor and Hull integrity or Rangefinder able to hit anywhere in the map
I better just edit the current Gundam Mod for damage than Range It was a Nightmare in the last edition watching the Missile and Laser firing out of the screen at fast pace

2
Mods / Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
« on: January 19, 2023, 04:51:52 AM »
No need to Edit the Jormungand Shot as explosive.
Since it probably the first plasma cannon i will use to to siege a Base instead of a Kinetic cannon i usually use

I received your Newest Update and I will Find bugs tomorrow after editing the files by creating a range weapons editing
And i will edit your missile to be Infinite again to see how long will the missile is capable

<Probably add a zero in the damage output for giggles>

3
Mods / Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
« on: January 17, 2023, 04:02:45 PM »
Okay, let's find the Bugz
Lot's of strategy I could make like Jormungand as a Siege cannon than a Shield basher

I wonder if you can make a Salamis Carrier?
Since it was pretty much a makeshift budget carrier for the federation, only need to remove the front top main cannon and it carries two teams one on the top and on the bottom. A stopgap measure since Making White Base class Warships in lore is resource intensive and expensive, they needed a carrier ship on the long preparation to attack Zeon and it carries Balls and GMs, Reasons why they removed the top cannon is that they needed replace it as a MS Rack to ferry the mobile suit and that the age of Close range combat has come to an end.
Since MS is now a long range weapon than actual Ship Weaponry in Late Federation Battle Philosophy after being destroyed by Zeon pretty much of the time and reducing the casualties rate of a single pilot or the Ship crew?
It was shown in Gundam Igloo at the testing of the Oggos and the siege of Al Boa qu
When the federation started their counter attack in Mobile Suit Gundam MS IGLOO: Apocalypse 0079

4
Mods / Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
« on: January 17, 2023, 12:09:24 AM »
Hello I want to ask if there is the version 0.5 available? Can't seem to find it on the download..

5
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: December 27, 2022, 04:04:23 AM »
Hello it's been a while when i mention that i am unable to build the mining stations here is the config i messed with, please help me find the problem, I just lower the cost of the build and it been like that ever since...

{
   "ruleCommandPackages":[
      "data.scripts"
   ],

   #################
   # VERSION CHECKER
   #################

   # Only checks for updates if Nexerlin is not active, since Nexerelin now includes Version Checker.
   # If Nexerelin is not active, this mod uses boggled's API to check for updates. It also reports
   # what settings the player has enabled in this file to assist boggled with developing the mod.
   # Changing this setting to false will disable all networking to boggled's API.
   "boggledCheckForUpdates":true,
   
   #######################
   # TERRAFORMING SETTINGS
   #######################

   # Setting this to false will completely disable any terraforming content
   "boggledTerraformingContentEnabled":true,

   # Controls how long planet type changes take (in days)
   "boggledTerraformingTime":4,

   # Controls how long resource improvements take (in days)
   "boggledResourceImprovementTime":2,

   # Controls how long condition improvements take (in days)
   "boggledConditionImprovementTime":2,

   # Can be used to disable the Stellar Reflector Array structure
   # Note that this will make many terraforming projects impossible to complete.
   "boggledStellarReflectorArrayEnabled":true,
   # Automatically adds the structure to markets that start the game with reflectors in orbit.
   # Disabling this will cause Eventide, Eochu Bres and some other planets to have the market condition "for free"
   # without needing to keep this structure.
   "boggledStellarReflectorArrayMarketAutoPlacementEnabled":true,

   # Can be used to disable the Genelab structure
   "boggledGenelabEnabled":true,

   # Can be used to disable the Mesozoic Park industry
   "boggledMesozoicParkEnabled":true,

   # Can be used to disable the Domed Cities/Seafloor Cities structure
   "boggledDomedCitiesEnabled":true,

   # Can be used to enable the Harmonic Damper structure
   # This building suppresses tectonic activity.
   "boggledHarmonicDamperEnabled":true,

   # Can be used to enable the Planetary Agrav Field structure
   # This building suppresses high/low gravity if Domed Cities is built on the colony.
   "boggledPlanetaryAgravFieldEnabled":true,

   # Can be used to enable the Magnetoshield structure
   # This building remove the "Irradiated" condition, but it will return if
   # the building is deconstructed.
   "boggledMagnetoshieldEnabled":true,

   # Can be used to enable the Planet Cracker structure
   # Only buildable on stations orbiting a planet.
   # This will permanently improve ore and rare ore resources by one level on the planet but
   # adds tectonic activity - can't be used if planet already has tectonic activity.
   "boggledPlanetCrackerEnabled":true,

   # Can be used to enable the Ouyang Optimizer structure
   # Only buildable on stations orbiting a planet.
   # This will permanently improve volatiles resources by one level on the planet but
   # adds extreme weather - can't be used if planet already has extreme weather.
   "boggledOuyangOptimizerEnabled":true,

   ##################
   # STATION SETTINGS
   ##################

   # Setting this to false will completely disable all station construction content
   "boggledStationConstructionContentEnabled":true,

   # Setting this to true will cause station construction to take the specified number of days
   "boggledStationConstructionDelayEnabled":false,
   "boggledStationConstructionDelayDays":90,

   # Enables construction of astropoli in orbit around planets.
   # Three astropoli can be built around each planet by default.
   "boggledAstropolisEnabled":true,
   "boggledMaxNumAstropoliPerPlanet":3,
   "boggledCanBuildAstropolisOnPurchasedGovernorshipPlanets":false,
   
   # Astropli can only be built around large planets with a relatively clear orbit.
   # Setting this to true will remove those restrictions.
   "boggledAstropolisIgnoreOrbitalRequirements":false,

   # Controls the costs for building astropolis stations
   "boggledAstropolisStationBuildCreditCost":5000,
   "boggledAstropolisStationBuildCrewCost":100,
   "boggledAstropolisStationBuildHeavyMachineryCost":200,
   "boggledAstropolisStationBuildMetalCost":100,
   "boggledAstropolisStationBuildTransplutonicsCost":200,

   # Controls the sprites used for astropolis stations.
   # 0 - Alternates between low tech, midline and high tech sprites.
   # 1 - All low tech sprites.
   # 2 - All midline sprites.
   # 3 - All high tech sprites.
   "boggledAstropolisSpriteToUse":0,

   # Setting this to false will disable mining station construction
   "boggledMiningStationEnabled":true,
   
   # Set the maximum number of mining stations per system.
   # This number can be arbitrarily large but balance and performance problems will result with extreme values.
   "boggledMaxNumMiningStationsPerSystem":3,

   # Controls how the ore resource levels for mining stations are assigned
   "boggledMiningStationLinkToResourceBelts":false,

   # If boggledMiningStationLinkToResourceBelts is set to false above, the following option will control ore resources
   # on mining stations:
   # 1 = Sparse, 2 = Moderate, 3 = Abundant, 4 = Rich, 5 = Ultrarich, Any other value = set to moderate
   "boggledMiningStationStaticAmount":2,

   # If boggledMiningStationLinkToResourceBelts is set to true above, the following options will control ore resources
   # on mining stations. Resources are based on the number of asteroid belts in the system, with the number for each resource
   # level being the minimum number of belts required for that resource level.
   "boggledMiningStationSparseOre":0,
   "boggledMiningStationModerateOre":2,
   "boggledMiningStationAbundantOre":5,
   "boggledMiningStationRichOre":7,
   "boggledMiningStationUltrarichOre":9,

   # Controls the costs for building mining stations
   "boggledMiningStationBuildCreditCost":5000,
   "boggledMiningStationBuildCrewCost":100,
   "boggledMiningStationBuildHeavyMachineryCost":2.0,
   "boggledMiningStationBuildMetalCost":100,
   "boggledMiningStationBuildTransplutonicsCost":200,

   # Setting this to false will disable siphon station construction
   "boggledSiphonStationEnabled":true,

   # Controls how the volatiles resource level for siphon stations is assigned
   # If linked to the host gas giant, the siphon station will inherit the same volatiles level as the gas giant
   # If boggledSiphonStationLinkToGasGiant is set to false, the volatiles amount will be set based on boggledSiphonStationStaticAmount
   # 1 = Trace, 2 = Diffuse, 3 = Abundant, 4 = Plentiful, Any other value = set to diffuse
   "boggledSiphonStationLinkToGasGiant":true,
   "boggledSiphonStationStaticAmount":2,

   # Controls the costs for building siphon stations
   "boggledSiphonStationBuildCreditCost":5000,
   "boggledSiphonStationBuildCrewCost":100,
   "boggledSiphonStationBuildHeavyMachineryCost":200,
   "boggledSiphonStationBuildMetalCost":100,
   "boggledSiphonStationBuildTransplutonicsCost":200,

   # Setting this to false will disable colonization of abandoned stations
   "boggledStationColonizationEnabled":true,

   # Controls the costs for colonizing an abandoned station
   "boggledStationRecolonizeCreditCost":200,
   "boggledStationRecolonizeCrewCost":100,
   "boggledStationRecolonizeHeavyMachineryCost":150,
   "boggledStationRecolonizeMetalCost":500,
   "boggledStationRecolonizeTransplutonicsCost":150,

   # Enables the cramped quarters setting that greatly reduces station population growth starting at the chosen value.
   "boggledStationCrampedQuartersEnabled":false,
   "boggledStationCrampedQuartersSizeGrowthReductionStarts":3,

   # Enables the 'Expand Station' industry to increase the population soft limit set above.
   # The base cost of this industry can be modified using industries.csv.
   "boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":false,
   "boggledStationProgressiveIncreaseInCostsToExpandStation":true,

   # Adds an accessibility bonus to player-constructed stations. Leaving this at zero means no boost.
   "boggledStationAccessibilityBoost":9990,

   # Configures the base hazard rating for stations by offsetting the base hazard of 100 by the value the player inputs.
   # Negative values can be used to decrease hazard.
   "boggledStationHazardRatingModifier":-9990,
   
   # Applies Cramped Quarters (if enabled), hazard and accessibility modifiers (if enabled), and
   # enables "no atmosphere" special items on all stations sector-wide.
   # If set to false, only stations created using this mod will have the above features applied to them.
   "boggledApplyStationSettingsToAllStationsInSector":true,

   # Enable the AI Mining Drones station-exclusive structure.
   # Balanced around stations being capped at 3 or 4 market size by cramped quarters.
   # Strongly recommended to keep disabled unless cramped quarters is enabled.
   "boggledEnableAIMiningDronesStructure":false,
   
   ######################
   # DOMAIN-TECH SETTINGS
   ######################

   # Setting this to false will completely disable any Domain-tech content
   "boggledDomainTechContentEnabled":true,

   # Can be used to disable crafting of special items using Domain-era artifacts
   "boggledDomainTechCraftingEnabled":true,
   # Controls the cost in terms of Domain-era artifacts to craft a special item
   "boggledDomainTechCraftingArtifactCost":20,
   # Controls the number of story points required to craft a special item
   "boggledDomainTechCraftingStoryPointCost":2,

   # Can be used to enable the planet-killer device.
   "boggledPlanetKillerEnabled":false,
   # By default, the planet-killer cannot be used on markets designated as essential for the story quests. The below setting will override that
   # and allow the planet-killer to destroy those markets anyway. Destroying story essential markets may result in bugs, crashes or the inability to complete a quest.
   "boggledPlanetKillerAllowDestructionOfColoniesMarkedAsEssentialForQuests":true,

   # Can be used to disable the Domain Archaeology industry
   # Buildings that require Domain-era artifacts simply won't anymore.
   # Domain-tech crafting requires Domain-era artifacts and will be automatically disabled.
   "boggledDomainArchaeologyEnabled":true,
   "boggledReplaceAgreusTechMiningWithDomainArchaeology":true,

   # Adds buildings that demand Domain-era artifacts to several vanilla colonies.
   # This includes: Genelab on Volturn, Limelight Network on Fikenhild, GPA on Ancyra, DAE demand on Cryosanctum on Nomios.
   "boggledAddDomainTechBuildingsToVanillaColonies":true,

   # Can be used to disable the Kletka Simulator (AI core production) industry.
   "boggledKletkaSimulatorEnabled":true,
   # Toggle whether the Kletka Simulator upkeep changes based on planet temperature.
   "boggledKletkaSimulatorTemperatureBasedUpkeep":true,

   # Can be used to disable CHAMELEON structure.
   "boggledCHAMELEONEnabled":true,

   # Can be used to allow the player to build the Limelight Network building.
   "boggledLimelightNetworkPlayerBuildEnabled":true,

   # Can be used to allow the player to build the Cryosanctum building.
   "boggledCryosanctumPlayerBuildEnabled":true,
   # Toggle to make all Cryosanctum buildings demand DAE
   "boggledCryosanctumReplaceEverywhere":true,

   # Can be used to disable building of the Domain-tech stable location structures
   "boggledDomainTechObjectivesEnabled":true,
   "boggledDomainTechObjectivesUpgradeRelationshipImpact":5,

   # Can be used to disable building of inactive gates
   "boggledDomainTechInactiveGateConstructionEnabled":true,
   # Requires completion of main questline to build inactive gates
   "boggledDomainTechInactiveGateConstructionMainQuestCompletionRequired":true,
   # Requires the player to have a colony in-system to build an inactive gate
   "boggledPlayerMustHaveMarketInSystemToBuildInactiveGate":true,
   # Player must have a market of this size or greater in-system to build an inactive gate
   # If boggledPlayerMustHaveMarketInSystemToBuildInactiveGate is set to false, this does nothing
   "boggledMarketSizeRequiredToBuildInactiveGate":5,

   # Configure costs for Inactive Gate construction
   "boggledStableLocationGateCostHeavyMachinery":500,
   "boggledStableLocationGateCostMetals":200,
   "boggledStableLocationGateCostTransplutonics":200,
   "boggledStableLocationGateCostDomainEraArtifacts":200,

   # Configure costs for Domain-tech stable location structures
   "boggledStableLocationDomainTechStructureCostHeavyMachinery":500,
   "boggledStableLocationDomainTechStructureCostMetals":200,
   "boggledStableLocationDomainTechStructureCostTransplutonics":200,
   "boggledStableLocationDomainTechStructureCostDomainEraArtifacts":200,

   ########################
   # MISCELLANEOUS SETTINGS
   ########################

   # Remnant battlestation can be constructed as an orbital station type on player colonies
   "boggledRemnantStationEnabled":true,

   # Can be used to enable the Hydroponics industry
   "boggledHydroponicsEnabled":true,

   # Can be used to enable the Cloning industry
   "boggledCloningEnabled":true,

   "graphics":
   {
      "boggled":
      {
         "stellar_mirror":"graphics/icons/industry/stellar_mirror.jpg",
         "stellar_shade":"graphics/icons/industry/stellar_shade.jpg",
         "asteroid_processing":"graphics/icons/industry/asteroid_processing.jpg",
         "seafloor_cities":"graphics/icons/industry/boggled_seafloor_cities.png",

         "mesozoic_park_terran":"graphics/icons/industry/mesozoic_park_terran.jpg",
         "mesozoic_park_water":"graphics/icons/industry/mesozoic_park_water.jpg",
         "mesozoic_park_jungle":"graphics/icons/industry/mesozoic_park_jungle.jpg",
         "mesozoic_park_desert":"graphics/icons/industry/mesozoic_park_desert.jpg",

         "stellar_mirror_condition":"graphics/icons/conditions/stellar_mirror.png",
         "stellar_shade_condition":"graphics/icons/conditions/stellar_shade.png",
      },
   }   
}

6
Mods / Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
« on: December 27, 2022, 04:00:16 AM »
Hello it's been a while how your day?

Been using the update and its great :D
And making my game to the low framework of near infinite missile and bullets
and it is fun

Can i ask if it is possible to add a panzerfaust to Char Zaku 2? I just watched MS Igloo and saw Char shot a panzerfaust at a Magellan

And if it is possible can you add a hullmod like minersky particles that acts like a natural ECM and lower the fuel cost? Beam coating that lowers ranged beam weapons but not affected by melee?

If its possible to only get the MS, weapon and hull only mod?, i noticed that the framework slows down because Zeon and Federation kept slaughtering each other to the point that upon entering the Prime sector there is so much corpses of hulls scattered all over the place causing my game to slow down,

and making the prototype hull, weapons and wings mod can tell if its viable or not to implement the prototypes to the actual mod consider it a cheat zone for players. I seeing a acguy in space or a Z'gok for giggles

And Noticing the Jormungand in the anime shot a plasma shell at the start than a laser beam since it uses cannister of highly concentrated energy than a continuous stream of beam since that is practically it went overdrive to use it all? Could be togglable? And thanks for the Thunderbolt expansion dayum i could use some jazz..

And Happy Belated Christmas.

7
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: September 22, 2022, 06:49:17 AM »
Edit it in the mod Config. File
There is the time value to tweak to your liking
Like setting your terraforming to 1 day and it's equal the moment you exit the colony it will be finished.

8
Mods / Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« on: September 19, 2022, 04:04:44 PM »
Can you add 16 slots instead of 12?

9
Mods / Re: Error/Unable to Build Mining Stations
« on: September 06, 2022, 05:24:50 AM »
Here is the Mod List I am Using:

"Terraforming & Station Construction"
"Yunru Industries"
"Unknown Skies"
"transfer_all_items"
"Terraforming & Station Construction"
"Stellar Networks"
"Arma Armatura"
"SpeedUp"
"ShipCatalogVariantEditor"
"Reputation Decay"
"Quality Captains Config"
"Quality Captains"
"no_maintenance_costs"
"Nexerelin"
"ZZ_Modified Industry Requirements - no pollution"
"Magiclib"
"Lazylib"
"Industrial evolution3.0e"
"Gundam UC"
"GraphicsLib"
"Grand Colonies1.0d"
"DroneLib"
"ConsoleCommands"
"BetterColonies"
"Fighter Expansion Rebalanced"

10
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
« on: September 05, 2022, 08:20:22 AM »
Hello it been a while
how to make mining station?
I am unable to build it and I just lowered the price, but I am unable to build it any asteroid belt and even asteroid themselves because "Unable to build Mining Station and it is far from an asteroid belt" despite the fact I am sitting in a asteroid belt?
I am confused if this is an error or that I messed things up?

11
Mods / Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
« on: September 01, 2022, 03:05:44 AM »
Hello I hope you are doing well, and your mod is great I would hope you can address a problem that i seen

>Jormungand has a smaller attack range when firing, i had to get close or input a modified integrated a.i or Rangefinders, since It was meant to play as a support class and not a close range fighter due to its weak armor and long cooldown to offset it, since it is a prototype and was a artillery type

So far not much problems, but i will try to stress test your mod to find some bugs

12
Mods / Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« on: August 30, 2022, 06:02:22 AM »
Can I ask, If it is Possible that the Quality Captain only for the player? Kinda Suck if every faction have the same bonus that i input
Like Industrial Planning bonus i wanted to have 5+ but every one has the same bonus.

13
Suggestions / Mod Idea: Player Skill tree like "Quality Captains Config"
« on: August 30, 2022, 04:05:54 AM »
I see the Mod, but I am wondering if Someone can make a Mod like "Quality Captains Config" that caters only to Player instead of applying to all the faction
Example: I enjoy building economy, but I edited the supply bonus to 5 and i thought it was only applying to me, but others receive the same bonus,
If Possible if possible there is a mod to only apply skills to Players?

14
Mods / Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
« on: August 09, 2022, 09:27:24 PM »
Hello I would like to tell inform that there are some problems, if it's possible to fix?

>The MS suits always shoot behind the carrier and the missile and Bazooka will always hit the ship and offset the close range firepower

>The Dom Series unable to fire properly for Player Controlled ship Unless using skills but when it is A.I shoot like crazy,(I edited doms to shoot 5 at a time Crazy Right?)

> Type K Ball is Unable to fire? Even when using AmmoFeed skills even using a fresh mod and not edited to shoot like the ball which can fire like crazy

> I know the I edited the Ammo/Regen and Burst to 36 Since is not enough, i edited it to shoot more and set the wing to 6 but I notice all the Non-pilotable MS that Use Ballistics is unable to all fire but one at a time than using all wings at once, But sometimes not fire at all, MS beam is still okay to be edited

P.S: Sorry for Doing stress test on your mod

15
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
« on: August 06, 2022, 09:03:25 PM »
Hello, I am new to this mod, I want to say that thank you for this mod

I manage to make some crazy edits to your mod, I used the Console to make the Stations to be a Actual Planet like having resources and stuff for mining
thus making me oversaturate the economic Markets without *** people off

(Except the Ludd, they always kept sending me Armada after Armada and sabotaging my bases because of the absurd number of special items i installed in all my colonies and station from Piracy raiding, More for the salvage for me ;D )

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