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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - lustfull

Pages: [1] 2 3 ... 8
1
Mods / Re: [0.97a] More Military Missions (v0.4.3)
« on: July 02, 2024, 11:59:36 PM »
Bug report: when defending a station , one of the attacking fleet will stay stuck in the place  it spawned. It will not move at all , and will  be ignored by any other fleet. So after defeating the other fleet I just need to wait until I win.

2
Bug report; mod interaction "armaa armatura "

A added converted hangar to the Vow class and used it to refit my Strikecraft but it locked the Vow class into phase space after it used it's system and eventually caused it to overload until my Strikecraft was refitted.

3
Another bug report: centralised bureau doesn't work with any of the industry i had  in system,( 2 mining and 2 orbital works) it just say " there is no duplicate industry in this system"  and same for any other industry in general.

4
Bug report: after colonising and abandoning a planet with industrial ruins ( hull forge, rift gen , ETC ) it appears that the structure has disappeared forever. Usually they stay on the conditions list of the planets. I visited a lot of planet with industrial ruins on them and then abandoned the colony, but when I came back , all of them had lost theirs industrial ruins. First time the mod behaves like that. Also the command " addcondition indevo_ruinscondition " only add hull deconstructor and never the other. Maybe adding some more commands option would be great.

Also , regarding this command, it only work once on a none colonized planet and once the command was used, the command stop working so you can only use it once on a planet.
And the command " indevo_removeruinscondions '' doesn't work and don't remove the ruins.

By the way thanks for this amazing mod and your work.

5
Bug report : I turned off the objectives expansion and as a result , during the fight again the Vow , i couldn't command to the spawning ship.
Do you mean the reinforcements from the Hyperwave Transmitters? Those can't be controlled directly unless they're remotely piloted by one of your own AI cores (which requires the Automated Ships skill)


Well in an other run , I have been able to order them like they were my ship.

ANOTHER BUG REPORT:

I put the Vow in hull forge( industrial  evolution)and got sierra go to the first ship that was created , but since this version didn't get the right hull mod I wanted , I scuttled it but sierra didn't reappear in any of the two Vow left. She just disappeared. Could be great is she could be stored lock in the cargo.


6
Bug report : I turned off the objectives expansion and as a result , during the fight again the Vow , i couldn't command to the spawning ship. Not big problem but a bit surprising even if understandable if it couldn't be fixed.
Also the VoW class was using a banished portrait instead of Eidolon one , and as such, it had weaker random skills.

7
Mods / Re: [0.97a] The Knights of Ludd
« on: June 18, 2024, 03:22:16 AM »
 Bug report:
Spoiler
.  I recovered 2 Nian classe ship. One in the debris field after the battle with the 2 Bixi and the second Nian drifting after the battle.       
[close]

8
Mods / Re: [0.97a] The Knights of Ludd
« on: June 13, 2024, 01:32:36 PM »
Thanks for the info

9
Mods / Re: [0.97a] Adversary (v6.2.1)
« on: June 13, 2024, 11:53:47 AM »
Thanks you for the info

10
Mods / Re: [0.97a] Adversary (v6.2.1)
« on: June 13, 2024, 06:27:22 AM »
 Bug report
Spoiler
. The  ziggurat bounty  , the nexus  bounty , and the tesseract bouti don't show up after  completing  All  other bounty , the main story and creating a colonies . An even  more troublesome mercenary is also complete
[close]

11
Mods / Re: [0.97a] The Knights of Ludd
« on: June 12, 2024, 02:30:34 PM »
What are the conditions to build the Libra ship/station? Because it always says to me that I need a fonctionnal space port ( which a have) but I just can't build it.

12
Mods / Re: [0.97] Tahlan Shipworks
« on: May 30, 2024, 04:50:40 PM »
Hello , how do I disabled the legio daemons ship DP cost reduction In battle please( [ suggestion ]and possibly make it a difficulty option in lunalib setting for future  update maybe?)

Also , shouldn't this be part of the hull mod bonus of those ships?


13
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: May 22, 2024, 08:07:23 AM »
Sometimes the game freezes after completing the Eventide event ( mini sword game play)

14
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: May 20, 2024, 04:59:35 PM »
Maybe a bug report: C stim is triggered by projectile while the mech is in phase space.

15
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: May 01, 2024, 09:56:13 AM »
bug report

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