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Starsector 0.98a is out! (03/27/25)

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Messages - ChronosMrk1

Pages: [1] 2 3
1
You could intercept heg, or other, invasion fleets until they can get back on their feet. Without transponder on, you won't lose that much rep.

That's a really good idea. I'll definitely do that if I can't figure out another way.

2
maybe sell them your spare nanoforge
I don't have any nanoforges.

3
I'm using Nexerelin, industrial evolution and as well as a myriad of other mods. The VRI faction in my game is about to be wiped out be the Hegemony. I could take the conoly then gift it to the VRI faction but I don't want to antagonize the Hegemony. (Plus it give a surprisingly small relations boost for gifting a whole colony to the faction for some reason.)

Question 1: is there a way I can edit the save file to give ownership of colonies back to VRI? Tried just changing the faction id value under the planet but that didn't work.

Question 2: How can I help the VRI faction without being commissioned by them or being in an alliance with them?

Question 3: Is there a way I can buff the faction in game? E.g. by selling them some OP ships will they use them, or by selling them survey data will they colonize other planets, etc.

4
I feel like this faction needs a slight buff and more starting colonies. (They start out with only 3 or 4 star systems if I'm rembering correctly.) In quite a few of my games the Hegemony takes the VRI planets and even VRI's main planet. I am playing with Iron Shell and some other faction mods as well so maybe that's why? It's wierd cause VRI don't have bad relations with the Hegemony in my current game right now but maybe they did at the beginning and then it became neutral later?

5
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: May 09, 2024, 02:57:26 AM »
I found the file which identifies the hull to be recovered without hull mods. But i can't find an API for the  s hull mods present or how I would add them
If you're willing to console command in some more story points, here's a cheat sheet for what each IBB mod-ship has in their variant file.  I've bolded the ones that need the S-Mod limits changed.  You can also tell that these predate the S-mod changes (Heavy Armor and Missile Racks everywhere, which I've underlined), so they could stand some revision with both the variant and likely the base hull. 
Spoiler
Hades,swp_boss_cerberus,-----------------------------"heavyarmor", "missleracks", "eccm"
Carpal,swp_boss_tarsus,Mod-Freighter,-----------------"reinforcedhull", "targetingunit", "heavyarmor"
Clymene,swp_boss_phaeton,Mod-Tanker,----------------"targetingunit", "heavyarmor","eccm"
Pony,swp_boss_mule,Mod-Freighter,--------------------"targetingunit", "eccm", "heavyarmor"
Leviathan,swp_boss_atlas,Mod-Superfreighter,--------- "missleracks", "targetingunit", "eccm"

Salamander,swp_boss_lasher_r,Mod-Frigate,------------"targetingunit", "fluxcoil", "fluxdistributor"
Undine,swp_boss_lasher_b,Mod-Frigate,----------------"extendedshieldemitter", "advancedshieldemitter", "stabilizedshieldemitter"
Emperor,swp_boss_dominator,Mod-Cruiser,--------------"heavyarmor", "reinforcedhull", "missleracks"
Dominator (LP),swp_boss_dominator_luddic_path,-------"heavyarmor", "autorepair", "missleracks"
Frankenstein,swp_boss_frankenstein,Mod-Cruiser,------"missleracks", "targetingunit", "eccm", "heavyarmor", "solar_shielding"
Onslaught (LP),swp_boss_onslaught_luddic_path,-------"heavyarmor", "targetingunit", "fluxdistributor"
Ares,swp_boss_onslaught,Mod-Battleship--------------"targetingunit", "heavyarmor","auxiliarythrusters", "missleracks","fluxdistributor"

Boxer,swp_boss_brawler,Mod-Gunship,-----------------"targetingunit", "hardenedshieldemitter", "heavyarmor"
Phillipshead,swp_boss_hammerhead,Mod-Destroyer,----"targetingunit", "fluxdistributor", "heavyarmor"
Fracture,swp_boss_sunder,Mod-Destroyer,-------------"targetingunit","fluxdistributor", "heavyarmor"
Raptor,swp_boss_falcon,Mod-Cruiser,------------------"targetingunit", "heavyarmor", "hardenedshieldemitter"
Kingfisher,swp_boss_eagle,Mod-Cruiser,---------------"targetingunit", "heavyarmor", "hardenedshieldemitter", "fluxdistributor", "unstable_injector"
Nike,swp_boss_conquest,Mod-Battlecruiser,----------- "targetingunit", "eccm", "fluxdistributor", "hardenedshieldemitter", "heavyarmor"
   
Elder Orb,swp_boss_beholder,Mod-Destroyer,-----------"hardenedshieldemitter", "heavyarmor", "unstable_injector"
Gorgon,swp_boss_medusa,Mod-Destroyer,-------------"targetingunit", "heavyarmor", "hardenedshieldemitter"
Dawnstar,swp_boss_aurora,Mod-Cruiser,--------------"targetingunit", "hardenedshieldemitter", "fluxdistributor", "fluxbreakers", "unstable_injector"
Iliad,swp_boss_odyssey,Mod-Battlecruiser,------------"targetingunit", "missleracks", "eccm", "hardenedshieldemitter",
Zeus,swp_boss_paragon,Mod-Battleship,--------------"hardenedshieldemitter", "heavyarmor", "stabilizedshieldemitter", "fluxdistributor", "fluxbreakers"

Tenebris,swp_boss_shade,Phase Mod-Frigate---------- "fluxcoil", "fluxdistributor", "targetingunit", "heavyarmor", "hardened_subsystems"
Tormentor,swp_boss_afflictor,Phase Mod-Frigate,------"advancedoptics", "fluxdistributor", "unstable_injector", "heavyarmor", "hardened_subsystems"
Euryale,swp_boss_euryale,Phase Mod-Destroyer,-------"missleracks", "advancedoptics", "targetingunit", "heavyarmor", "hardened_subsystems"
Lucifer,swp_boss_doom,Phase Mod-Cruiser,------------"missleracks", "fluxdistributor", "targetingunit", "heavyarmor", "hardened_subsystems"

Royco,swp_boss_excelsior,Phase Mod-Superfrigate,----"targetingunit", "missleracks", "eccm", "fluxbreakers", "heavyarmor"

Devotee,vic_stolas_bounty,Graftcruiser,------------------"heavyarmor","hardenedshieldemitter"
[close]
Interestingly enough, the vast majority of unique ships from other mods don't have S-mods for some reason.

Thank you! This is very helpful. I ended up just editing my save file every time I get a unique ship

6
As in amount of money, special items, etc.

Also is there a peaceful way to start a colony in the core sector. I am using Nexerelin. How much resources and money should I have before starting a colony? This is my first and idk what I need beforehand. There's a few uncolonized systems at my disposal in the core sector. I have the terraforming mod so if the planet kinda sucks I can change that, I think.
Also, so you play with mods. "What do you usually have prepered before you start a colony?" - at least 3 paragons.

What is a paragon?

7
I am using Nexerelin. Also how much resources and money should I have before starting a colony? This is my first and idk what I need beforehand. There's a few uncolonized systems at my disposal in the care sector. I have the terraforming mod so if the planet kinda sucks ai can change that. I think.
By commision with fraction which claiming that system.

If I didn't want to commission with that faction, is there another way? I don't want to take a side and want to keep as many factions as I can happy, ideally.

8
To remove the tips from this mod go to (mod folder)\data\strings\tips and edit it with notepad. I wanted to see more actually useful stuff instead of, "[VRI] The VRI is one of the factions of all time." or "[VRI] In star, no one can hear you sector." and thought other people may want to know how to remove them as well. Some of the tips are actually useful so it's better to just edit the file rather than removimg it all together, although both of those options would work.

9
Is there a way to see what the milestones need? Been playing for ages and I'm missing so many. : (

10
As in amount of money, special items, etc.

Also is there a peaceful way to start a colony in the core sector. I am using Nexerelin. How much resources and money should I have before starting a colony? This is my first and idk what I need beforehand. There's a few uncolonized systems at my disposal in the core sector. I have the terraforming mod so if the planet kinda sucks I can change that, I think.

11
Mods / Re: [0.97a] Hiver Swarm - V1.1.2 - 03/27/24
« on: May 08, 2024, 03:54:20 AM »
Imo I feel like the balancing really need some work. The hiver phase ship is a real pain to fight against. If you have no ships faster than 165 that can concentrate fire continually then you're *** out of luck. The can run and come back as much as then want to. And even if you are able to make a clean easy victory in a one vs one the fight itself will still take a long while as they can sponge up damage with ease regardless of how big the ship is. I personally don't find them fun to fight for this reason: even if you do know you will win cleanly the fight can drag on for ages.

Rn I got into a fight with a +43% xp difficulty and I've tried the fight again and again for the past hour or so. The sprites for all the ships look great though. I don't have anything against bugs but I still use the non-bug version because I really like the unique look of the ships.

Edit: I didn't apply the vplus file and just editing the invasion stuff. I'll try with that
Thank you for the feedback, I am glad you found the optional files to adjust the difficulty. If you still run into issues, please let me know and we can discuss. Oh and thank you for the kind word regarding the alternate ship pack. I spent a lot of time making them but they get so few comments that it makes me smile when someone makes a positive one :)

Honestly, the ship sprites for all your mods look sick af and is the main reason I use them. Btw how can I remove the "tips" for JYD? I see them all the time for some reason and I'd much rather to see something useful. Plus my load and save times are pure ass so I end up staring at "[JYD] Hello there you bipedal, oxygen breathing carbon form" or "[JYD] I do find birds interestin, don't you?" For a while and it irrationally pisses me off the more I look at it lol.

Edit: i did have the v plus file applied apparently

12
Mods / Re: [0.97a] Hiver Swarm - V1.1.2 - 03/27/24
« on: May 08, 2024, 03:43:21 AM »
Imo I feel like the balancing really need some work. The hiver phase ship is a real pain to fight against. If you have no ships faster than 165 that can concentrate fire continually then you're *** out of luck. The can run and come back as much as then want to. And even if you are able to make a clean easy victory in a one vs one the fight itself will still take a long while as they can sponge up damage with ease regardless of how big the ship is. I personally don't find them fun to fight for this reason: even if you do know you will win cleanly the fight can drag on for ages.

Rn I got into a fight with a +43% xp difficulty and I've tried the fight again and again for the past hour or so. The sprites for all the ships look great though. I don't have anything against bugs but I still use the non-bug version because I really like the unique look of the ships.

Edit: I didn't apply the vplus file and just editing the invasion stuff. I'll try with that
My mistake I did have the vplus file enabled.
I've not really had any trouble with those but my fleet tends to use lots of fighters and beam weapons.  Are you running with a low tech fleet with few fighters?
Yea I have maybe one or two fighter bays in my fleet rn. I'm playing with the debt start and I'm really struggling with money. I'll try and get a few more carriers.

13
Mods / Re: [0.97a] Hiver Swarm - V1.1.2 - 03/27/24
« on: May 07, 2024, 07:53:26 AM »
Imo I feel like the balancing really need some work. The hiver phase ship is a real pain to fight against. If you have no ships faster than 165 that can concentrate fire continually then you're *** out of luck. The can run and come back as much as then want to. And even if you are able to make a clean easy victory in a one vs one the fight itself will still take a long while as they can sponge up damage with ease regardless of how big the ship is. I personally don't find them fun to fight for this reason: even if you do know you will win cleanly the fight can drag on for ages.

Rn I got into a fight with a +43% xp difficulty and I've tried the fight again and again for the past hour or so. The sprites for all the ships look great though. I don't have anything against bugs but I still use the non-bug version because I really like the unique look of the ships.

Edit: I didn't apply the vplus file and just editing the invasion stuff. I'll try with that

14
Mods / Re: [0.96a] Console Commands v2023.05.05
« on: May 05, 2024, 10:58:31 PM »
Is there a command for adding s-mods to ships? Or would I just have to edit the save file

15
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: May 05, 2024, 05:25:05 PM »
I found the file which identifies the hull to be recovered without hull mods. But i can't find an API for the  s hull mods present or how I would add them

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