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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 - Hrothgar

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Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: October 29, 2022, 01:30:59 PM »
Hi, I recently returned to SS and I ran into a DA fleet with a ! quest marker and I have no clue what its for. Talking to the fleet tells me nothing. Does anyone here know what this is?


This are overall special fleets, mission or otherwise, this one have only one with Virtuous , special wanzer.

Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: October 29, 2022, 11:33:48 AM »
Hey I absolutely love this mod!

But I gotta ask two Spoiler-ish questions.
1. Are the Lifeless Ai ships intended to be unrecoverable even if the player has the Automated Ships skill? It just seems a bit odd thats all.
2. Does the feature, that allows you to learn blueprints from the special ships after restoring them, account for the 'Hull Restoration' skill that repairs D mods over time? Just wanna make sure I don't accudentally lock myself out of getting the blueprints by one of the ships getting repaired automatically.

1. yes
2. no clue what you're talking about
He probably means  Rosenritters Nia

Mods / Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
« on: October 25, 2022, 06:18:17 AM »
Joker is inbuild system wing on ... I think Arjuna. Random weapon included.

Mods / Re: [0.95.1a] Everybody Loves KoC
« on: October 09, 2022, 12:32:27 PM »
Opening the floor in a Mark X Autocannon.

Current incarnation is a Mark 9+1, functional but not that distinct.

Plans for a Rotary AC felt too close to the Storm needler.
And my coding skills aren't up to par for a double-tap Ultra AC (yes, I'm looking to battletech for inspiration)
Got plans for an LBX but its going to be tricky.

What would you like to see from a Mk.10???

Mayby make it a using shells with emp.

I sent him idea for mech too , interesting if it can be possiboe to work.

Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.5
« on: September 18, 2022, 02:27:27 PM »
Red Hand is spawning as special bounty in bar.

Mods / Re: [0.95.1a] prv Starworks v24 (2022-08-16)
« on: September 10, 2022, 07:54:14 AM »
Excuse me, when a click on the bounty for "Flight Into The Unknown" using the magic bounty system, nothing happens. What I just see is text saying "Flight Into The Unknown" and the bounty does not start. Is this a bug or am I doing something wrong? Thank you!
Ye that mission dont work for me too.

Also there is problem with SIPD laser which dont work.

Using MagicLib 0.42.1rc3 I can't replicate either of these issues, as far as I can tell they work as they should [1] [2]. Do you have any further information?

With FITU MagicLib parses the bounty and says it's correct (278499 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - prv_gremlin_rb_rare_hybrid : VALID). I have no idea what could be causing an error like this for a valid bounty.

What's not working with the SIPD? In testing it shoots an "interrupted" beam, only drawing the tail end if it hits something, and does the burst explosion effect at the correct rate.

Well i dont knew that sipd is now a interrupted beam and thought it is broken. Though Linjar PK is still not loading shells to magazine. about FITU i have 0.42.1rc3 also and it is not loading. it is also valid in my list , it's just not starting. I can send you my mod list which is now running , mayby something from other mod is stopping it. I can also send you picture.

So, over a year ago I played Starsector and found this ship(can't remember how - a derelict or bought it somewhere). Battleship-class with built-in main cannons. Those are the main thing of this ship as they have a variable firing mode - ballistic, energy and fragmentation/AA. It kind of gave me Space Battleship Yamato vibe.

I don't remember which mod has this ship, probably a hidden feature since I couldn't find it anywhere around here. I really don't want to start my new playthrough without it... I fell in love :))

Can anyone out there help me with identifying the mod in question? Thanks in advance.

That is almost certainly Metafalica from Tahlan. Problem is that it ks high value bounty and vayra sector while have bootleg update for me is breaking my rig. You can spawn it by console command, i assume that Nia will update high value bounties to use new system one day.

I think triple mortar needs a buff. Compared to the light assault gun, it has slightly better flux efficiency, but lower dps and very low projectile speed that makes it fairly unreliable, especially against fast targets. While it might have a place as a niche 5-op sidegrade to the light assault gun (also 5 op), but right now it costs 7 op, 2 more than the generally superior LAG. While it doesn't need to be buffed to be a top-tier weapon, I think a drop to 5 op is probably justified

Well light assault gun was buffed to 700 range lately so it before had 100+ range compared to lag.

Mods / Re: [0.95.1a] prv Starworks v24 (2022-08-16)
« on: August 31, 2022, 11:12:22 AM »
Ye that mission dont work for me too.

Also there is problem with SIPD laser which dont work.

Mods / Re: [0.95.1a] Mayasuran Navy 8.3.7
« on: August 28, 2022, 11:41:32 AM »

Crasher front mounts are not on same level.

Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.5
« on: August 15, 2022, 06:44:03 AM »
Added malware?

For Nia it is peak humour.

Mods / Re: [0.95.1a] prv Starworks v23 (2022-07-09)
« on: August 06, 2022, 06:41:25 AM »
Ye for everyone , delete old mod before placing update.

Mods / Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
« on: August 02, 2022, 04:47:49 AM »
Its an export version, different weapon mounts compared to the PDPRC version, might not end up being called the manifesto either. I do eventually plan to PDPRC the new sprite too, since the original manifesto is a bit mediocre, looks-wise.

When we can expect Vayra Ship pack (and mayby Vayra Sector) update? It was damn long time for this mods to have done anything with them beside rough compatiblity patches.

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