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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Blaze

Pages: [1] 2 3 ... 16
1
Mods / Re: [0.97a] Roider Union 2.1.0
« on: October 01, 2024, 03:48:59 AM »
Glad to see this mod is still being worked on. As much as I enjoy factions with loads of ships; my favorite factions are the ones with clearly established doctrines where their strengths and flaws need to be planned around and substituted.

I noticed that there are pirate variants of the Gambit and Wrecker, but they're practically identical to their base counterparts.

Perhaps the base version of the Gambit could have built-in Ballistic Range Finder while the pirate version gets built-in Safety Overrides (and Ill-advised modifications). This would give them distinct roles as fire support or brawler without eating into their rather limited OP for a cruiser.

The Wrecker variant could trade some its M.Ballistic slots for M.Missiles to mount the rotary hammer launcher.

2
So there are some blank hull mods named like "Agegis Domanorum" "Mark of slayer" when I open the Mission's Refit page. Are those hidden content or some WIP stuff.
My understanding is that they're cross-mod content with Gacha S-mods.

3
Mods / Re: [0.97a] Roider Union 2.1.0
« on: September 26, 2024, 05:56:17 PM »
I seem to have found the (or a) cause of slowdown. It appears if multiple wreckers are in a fleet. To be more precise, their built-in phase townet hullmod.

The more wreckers in the same fleet, the bigger the slowdown.

4
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.0
« on: August 26, 2024, 10:22:08 AM »
Yeah okay sure

But where is the butter?

5
Okay, double checked.

The reductions to DP, supply usage, and repair costs only apply if there isn't already a similar existing effect from another source like a different hullmod or skill. This is probably mod conflict on my end.

The burn boost and ability to store two frigates doesn't work at all.

But hot dang, even without it, this thing is an absolute unit.

Edit: So uh... The Djoeng is invincible. As in infinite hull points. The two side hulls can be destroyed, but the main ship has the Vast Bulk hullmod; so it can only die if all attached parts are destroyed. Problem is the shield module can't be reached with most weapons since it's INSIDE the main part of the ship.

The right barge module has 6 additional fighter bays, but the left module has none.

6
The fleet gantry on the Djoeng doesn't seem to work, which is a shame since I managed to salvage it in the fringe worlds.

7
So are there any other obtainable ships with the 1337 hax ability? I'm using the Power in Numbers start and that leaves a certain capship basically unusable.

The only ships for sale appears to be upgraded derelicts.

8
YEAH LET'S GO LEGIONSLAUGHT

First thing to update once I get back.

9
Mods / Re: [0.97 / 0.96] Indies Expansion Pack v1.93 (Updated)
« on: July 10, 2024, 03:09:10 AM »
Currently im planning to add feature to it so your stored frigates can land and re-arms on designated converted frigates hangar ship, though i havent decide to whether put it on already existing hullmod, or make another one that doesnt need "stored frigates" hullmod to let frigates land on frigates hangar ship

Arma Armatura allows their "frigates" to land on any ship with a fighter bay; which is pretty powerful. And there's that other mod which allows you to turn any frigate into a fighter LPC.

Personally, I feel that "frigate fighters" might be a bit much for the scope of this mod; but by all means you do you.

Also, exploit. Once you add the stored frigate hullmod, you no longer need the converted hangar hullmod. You can remove the hullmod, store the "carrier", store the frigate and add the stored frigate hullmod to another ship, etc.

10
Mods / Re: [0.96a] Console Commands v2023.05.05
« on: July 09, 2024, 11:52:22 PM »
How do i add inbuilt weapons to be able to be dropped as rare_bp
I have tried with the Firecane Artillery from SEEKER.
Tried adding it via console commands, but it never gives me the item. Always something else
That's not a function of the console, but defined by whatever mod the weapon comes from. Anything weapon tagged as "SYSTEM" can never appear as an individual item.

If you edit the mod to remove the tag, it can appear as a regular item and even as an individual BP.

11
Mods / Re: [0.97 / 0.96] Indies Expansion Pack v1.93 (Updated)
« on: July 09, 2024, 01:14:19 PM »
Trying out the stored frigate hullmod, shouldn't it also reduce the stored ships sensor signature?

It's a niche, but neat concept. The number of ships that can mount it across the entire modding scene is still probably single digits; but it's a neat way of giving more utility to support vessels.

12
Mods / Re: [0.97a] Random Assortment of Things
« on: June 30, 2024, 11:49:53 AM »
Right, Sierra comes from SotF, and I was apparently using an older version where she appeared on the captain menu.

So that's my bad.

13
Mods / Re: [0.97a] Random Assortment of Things
« on: June 27, 2024, 03:24:12 PM »
As a hipster that didn't take Automated Ships, is there anything else I can do with the Neuro core?

Also, what would happen if I integrate Purple Orblady into her ship? Could I still transfer her out? Would test it myself but am away from my rig for a bit and it's gonna bother me until I test it.

14
Yeah, after looking into it a bit, it turns out it's a built-in hullmod from a mod.

Gonna test a bit more before making a report in their thread.

15
Is there a way to limit the number of ships that appear on the overworld map? I mean, the blob of ships that represents my fleet. For some reason, once the number of ships hits 15, doesn't seem to matter what kind, traveling drops to single frames.

Combat works fine, all other menus are normal. I'm using Miko's JRE upgrade and given it 12GB Ram, and there's no change in the GPU usage.

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