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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Gotcha!

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Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: July 26, 2022, 01:56:17 AM »
Awesome. ;)
I've updated the link in the main post.

Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: June 21, 2022, 01:25:19 PM »
Hey, no problem. Thank you for your interest. ;)
I've put your link in the main post.

Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: June 21, 2022, 02:13:37 AM »
Really no permission needed from me, as stated in the main post. Go nuts. ;)

I can add everyone's version of the mod to the main post. (I don't visit this forum that frequently, but I do visit it.)

People who are absolutely positively 200% sure they want to continue this mod for a long time can also start a new topic, so this one can be locked, but please be absolutely sure before doing this, so this forum doesn't end up with multiple dead topics concerning this mod.

Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: October 04, 2021, 01:17:31 PM »
Just here to tell gotcha how cool bushi was.
Thanks! Do feel free to revive it if you like. I don't think I'll ever get around to doing it myself. :(

Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: May 07, 2021, 07:21:09 AM »
As long as you're still OK with it, I may push a few polish updates here and there, but unless the moderators say we need to make a new thread or you decide to leave the forums entirely I'd rather keep things how they have been.

Of course I'm okay with that. I'd be silly not to be. ;) Anyone keeping my old stuff alive is a national treasure.
I doubt the moderators would ever say that. The suggestion for a possible new topic comes solely from me, but I totally get not wanting the pressure that might come with that.

No worries about anything, man, no anxiety needed (although as a fellow anxiety sufferer I know that's easier said than done ;D), only do what fits inside your comfort zone. *thumbs up*

Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: May 06, 2021, 12:45:28 PM »
Also thank you Gotcha! for updating things! I like this mod so I didn't want to risk seeing it die.

You're very welcome of course, especially since you're doing old fans and me a favour. I'm happy this old mod still holds some interest. (My other mod seems to have died though. Ah well. :P)
Unfortunately I can't commit to updating the mod itself, and doubt I will be able to in the future.
If you drop a new update, feel free to PM/email me; I'll also try to check this topic once in a while.

If you or someone else wants to take over this mod, I'm also fine with this person opening a new topic so they can maintain the mod themselves, after which I could ask a mod to close this topic.
Someone else did this at some point though, and then shortly abandoned it afterwards, leaving a duplicate topic floating about. It'd take some dedication.

Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: April 29, 2021, 11:12:27 AM »
Thank you, bombasticmori; I've put a link to your version in the main post. :)

General Discussion / Re: Which faction would you side with and why?
« on: April 22, 2021, 02:55:59 AM »
- Hegemony: Nope, they're lording over everyone like they own the place, and think recreational drugs are bad to the point where they attack you over it. I do of course agree with their anti-AI sentiment.
- Ludic Church: Nope, I want nothing to do with their nonsense. Also, anti-recreational drugs and attack you over it. Also, I'm an atheist.
- Sindrian Diktat: Nope, dictatorship. And likes to attack me over market shares.
- Tri-Tachyon: Nope, it's clear they're an evil corporation and will try to keep making the same mistake over and over again. (AI is bad, mmmkay.) And likes to attack me over market shares.
- Ludic Path: Nope, crazy terrorists.
- Pirates: Nope, terrorists.
- Persean League: Nope, likes to attack me over market shares.

Which leaves me with the Independents, which also believe recreational drugs are bad, but at least won't create any fuss over it. Also technically not a faction, so I can do my own thing without any higher-up harassment, since there aren't any specific higher-ups.

Disclaimer: I do not use drugs, but when miners in this game are slaving away their lives in some depressing underground cave on some nasty barren planet, I think they deserve to get their minds away from their terrible lives by zoning out in their free time.

Modding / Re: Do you use level cap increase mods?
« on: April 15, 2021, 11:56:46 PM »
Yes; I increased the cap to 20, doubled the skill points, and I've used someone's mod that allows you to pick all skills so I have all skills unlocked at max level. I don't like having to choose and miss out on things.

I've done a lot of tinkering in settings.json, because this game would be quite brutal and non-entertaining for me if I didn't.

General Discussion / Re: Recovery Shuttles Balance (?) Discussion
« on: April 11, 2021, 02:46:34 AM »
I always install this, since I want my pilots to have a chance of survival (even though pilots are basically just a commodity).
Kinda wish it was 100% though, not 75%, since my gawd, fighters sure have a low survival chance in this game.
If I was a fighter pilot, I'd just eject myself out of the nearest airlock and get it over with.

I'd love to see the damage go. There's already the way-too-many storms to deal with in hyperspace; this extra supplies drain is just more annoyance.
By all means, have rocks bump off the drive bubble, give it a brief visibility penalty (so for a moment enemies can spot you from farther away), but don't damage ships for it.

Also, way too often I'm hit by rocks when I'm near an asteroid belt and not -in- it. Flying clearly outside of the belt, but nope, still getting rocks thrown at me.

Bug Reports & Support / 0.95a RC-11/RC-12
« on: April 08, 2021, 03:37:07 AM »
When taking over a gas giant and changing the name, the old name of this planet still shows in this dialog screen:

Swan is not the name of this gas giant anymore.

Save was created in RC-11, I'm now using RC-12.

Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: June 12, 2020, 03:54:31 AM »
I'm afraid I can't help with that. At this point it's doubtful I'll return to modding anytime soon. I've been out of it for too many years, and have too many other things on my plate.

I'm afraid any updates for this mod will have to rely on other people.

Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: December 26, 2019, 12:49:30 PM »
so i found atleast 3 large energy weapons that have n/a as ordinance cost making it impossible to equip them on ships

and the one in the picture is a starting weapon so i dont think its a hidden weapon

anyone else know of this problem? is there a fix?
There are a few weapons that are permanently attached to certain ships (or are supposed to anyway), and they have no ordinance cost. The ships themselves have had their ordinance adjusted.
You can't buy these weapons and can't remove them from these ships.

Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: December 25, 2019, 03:56:30 PM »
I am doubtful these two people recorded any of their changes, so I'm afraid there isn't a change log for anything, no direct way of comparing both versions.

The only thing you can do is try both of them and see which one you like best.


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