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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - Gwyvern

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1
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: June 08, 2022, 09:55:50 PM »
I'm doing a run where I started with an ARS commission and the behavior after I conquer a colony is very funny.  They just abandon them in a day.  If I take a station like lost astropolis will they hold onto that or is it still not cool enough for them?

I've been leaning pretty heavily on these ships and so far they're holding up, though I'm still avoiding fleets with multiple onslaughts/legions/paragons.

Any planet the ARS captures will decivilize, they aren't the type to hold territory.

I should probably change that though, to like, switching them to "Independant" or something.

I wouldn't expect an update any time soon though.

2
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: June 01, 2022, 04:01:35 AM »
Probably not.

3
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: May 26, 2022, 07:54:27 PM »
So, the Hegemony commissioned me to invade Anargaia. Was like, what the heck, lets give this a try.

Brought my MVS fleet in, ) and needed to engage defenders before invading, there was 4 fleets plus Anargaia.

Used 3 ships (Cainhurst class BS, Dragonhunter class BC, and Excalliber class carrier in a very tough fight, managed to pop Anargaia as it engaged first, though the Dragonhunter was down to 5% hull. Then had to fight off a veritable HORDE of ARS ships that entered afterward.

Still, managed to fight them off, popping em till they dwindled and finally retreated. 13+Mil xp later (whut!?), i scoop the loot and get ready to invade. I get attacked by yet another ARS fleet... finish them off too. Scoop loot again.

I'm hurting, but alive... ready to invade now...

(warp bubble collapsing) wait what?

I re-spawn back in a nearby system in a shuttle. No fleet, no cargo, no fuel, no officers (i assume they died, didn't check). Well snap

So is there no way to capture Anargaia, because you have to engage it to invade it, but destroy it in the process? GAH!
That's insane, the AI just destroyed the Anargaia in my game but I had no idea destroying it would be a death sentence. I wonder if you can jump out before the bubble collapses.

You can, very easily, might need E burn though.

4
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: April 01, 2022, 12:26:17 PM »
FYI in the description of the Anargaia, you have misspelled ceiling as cieling.  It gave me a big sad

Lol, lmao.

5
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: March 09, 2022, 02:57:05 AM »
the ??? ships are just easter eggs, they are okay ships but generally not worth the increased cost of restoration if you actually care about getting a return on that investment.

6
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: February 15, 2022, 08:45:27 PM »
Go ahead.

7
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 27, 2022, 02:50:07 PM »
wait you can put the same industrie multiple times on One World?
 How many base does the reclamation got? 2+1moving, more?

I don't know what reclamation means.

8
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 27, 2022, 01:14:36 AM »
Problem with the "void extraction" Industrie it doesnt add to the other production of planet... got a gaz giant with mining and void extraction yet i only get 3 volatiles...
but i still get my +2raw mineral+2raw plutonic+3food... same for any ressource in fact, if there is a basic indsutry the void extraction give nothing more...

Is it normal a little bug maybe?

It also cannot be imporved with story points.

Upon further investigation, this is not a bug, this is how industries work in vanilla, when multiple industries produce the same good, only the largest producer is counted, since stacking industries like you propose would make it incredibly easy to generate absurd amounts of income.

9
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 26, 2022, 08:58:33 PM »
Problem with the "void extraction" Industrie it doesnt add to the other production of planet... got a gaz giant with mining and void extraction yet i only get 3 volatiles...
but i still get my +2raw mineral+2raw plutonic+3food... same for any ressource in fact, if there is a basic indsutry the void extraction give nothing more...

Is it normal a little bug maybe?

It also cannot be imporved with story points.

Unsure, to be honest, the Industry was mostly designed to help salvage bad plants and elevate them into potential viability, not necessarily stack with existing industries to produce more resources, I might need to tweak how it works.

10
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 16, 2022, 03:28:37 PM »
I absolutely love the stile of ships from this mod!

That being sad I'd encountered strange behavior when using Nex's faction direction function with this mod.
When I try to use it to point me to ARS it shows me this (thankfully the game does not crash)
Spoiler
[close]

Probably because the ARS doesn't operate any non-hidden bases, or maybe it cant handle Anargaia's movement, either way, not much I can do about it.

To find the ARS, check bars, every now and then you'll find someone taking a drink you can bribe for base locations.

11
This has been known for a long time, unfortunately we've failed to find a fix for it on our end.

12
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: December 29, 2021, 03:46:43 PM »
Just popping to say I ADORE the music in this mod. It's unique for starsector, yet sounds great and even fits in starsector's style in it's own way.

The musicians did a wonderful job with them, yes.

13
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: December 26, 2021, 06:16:30 AM »
Just wondering if anyone have tried this mod with Archean Order. I know thats an overhaul mod that changes alot, but i love the Arkgeneisis ship designs, and was thinking of trying em together. Think maybe they'll be too unbalanced for each other?

Given the sheer number of mounts and flight decks common to ships in that mod I'm not confident the ships contained in this mod would be able to accomplish much.

14
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: December 20, 2021, 06:20:35 PM »
Legacy of Arkgneisis v1.9.11

- A quick update for the new major version of Starsector, practically speaking it's just a few balance changes, so this update should be save compatible.

- Incendiary weapons have had their ranges increased by 100su

- Pellet Gun and Pellet Cannon have had their damage values increased by 100 and 300 respectively.

- Pellet Cannon has had it's flux cost increased by 200

- Shield Pike and Shield Lance have had their damage values reduced by 5 and 10 respectively.

- ARS orbital station hulls now have descriptions.

- Reload of Anargaia's Gigaton Lance reduced by 10 seconds.

Get it now at:
Patreon: https://www.patreon.com/posts/legacy-of-v1-9-60156162
Nexus: https://www.nexusmods.com/starsector/mods/23

15
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: December 19, 2021, 05:37:44 AM »
i have zero idea how these forums work zzz
anyway, so far ive encountered two problems that make the game crash
first of all a frigate and cruiser with the ship system ''al_magplating'' (when combat starts)
and next up (ive been too lazy to dig deeper) a ship from this faction that spawns mines causes the game to randomly crash mid combat
i really love the weapons this mod provides so i hope these issues will get fixed at some point soon.

To my knowledge you need only update to the current version of SS to fix those two issues.

I plan to start looking into a proper update monday.

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