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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 - majorfreak

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1
Mods / Re: [0.97a] Mayasuran Navy 11.0.0 RC2
« on: July 21, 2024, 02:19:37 AM »

11.0.0 RC2
thx!  i do have a question though: has anyone told you that none of the NPCs in the comm directory will accept AI cores for standing boosts?

2
Mods / Re: [0.97a] Refit Filters
« on: July 06, 2024, 04:03:57 AM »
any way to change the keybind for capslock? for some silly reason my keyboard is broken.

3
Honestly surprised by the grendel being a sleeper. It's an amazing ship if you can open a way for them to get close enough. (If you aren't piloting one yourself that is)

Getting the AI to pilot correctly is the hardest part of using this ship. On paper the stats look really good. But how the hell do you get the AI to do the right thing?
*watch in horror as your linchpin of the entire fleet runs off trying to gank some super fast frigate*

4
i'm actually amazed the OP got "more bar missions" mod to work without instantly CTDing upon game launch.

5
General Discussion / Re: distance to bounty target & outposts
« on: July 03, 2024, 04:42:03 AM »
"baseMaxOutposts" is the number of colonies the player can control on thier own.

There are no exposed settings for mission parameters - it's all set up in the API.
So you'd either need to find a mod that hooks into/changes this (I'm not sure if there are any currently). Or make one.
hmmm...food for thought. tyvm. It would be a worthy cause if i ever do try my hand at the mythical realm of modding

6
I have noticed that after battles I am no longer getting the option to use a Story Point to recover some ships.  I do play with some mods, but I don't believe I use a mod that disables "Difficult Recovery".  Is there a way to shut off that option in the files?  I am afraid I may have inadvertently done that, but I have no idea.  Thanks for any help.  Attached are the mods I use.
This is because you have the hull restoration skill. It makes all difficult recoveries into standard ones, not just for your ships. Kind of anyway: https://fractalsoftworks.com/forum/index.php?topic=29749.msg436765#msg436765 However, in battles that involve allies there will still be difficult recoveries.
does the game only force a storypoint choice when one or more of your ships have been 'destroyed' vs 'disabled' (before you get that skill, ofc)?

7
General Discussion / Re: distance to bounty target & outposts
« on: July 02, 2024, 09:36:33 PM »
outposts are a nexerelin feature
that's what i assumed BUT why does Alex have a setting in his json for "outposts"?

8
General Discussion / Re: Can I stop paying tariff in my own colony??
« on: July 02, 2024, 09:35:42 PM »
Well...
Lower case independent. It means the market is independent of player's direct control like stockpile. It does not belong to Independent faction, which is capitalized.

Besides, tariff is still going to the government. Why else is Hegemon patrol on my tail for my tariff dodge, if Hegemon dont earn the tariff?
Besides independents not actually being a single faction and just displayed that way for the sake of the game, having commerce on your colony can trigger a system bounty paid out by independents.
And dynamic tariff's mod will adjust your colony's single commerce facility (one per system) tax rate based on your standing to the independents, at least that's my literal experience.

9
So I made this horrible table. It has all ship stats, divides them by DP and voila, you have the most DP efficient ships.
the enforcer XIV seems to be the best bang for your buck, in vanilla. interesting graph, tyvm for putting in the massive effort


To the original poster: if you want my humble opinion, i'd say that you want the skill in the bottom right corner (the one for deployment discount) ... and i use mods but this needs to be a discussion clean of such things. (i myself hate OP mods, and mourn the fact some really cool looking ones are just too monty haul for me sadly)

10
General Discussion / Re: Can I stop paying tariff in my own colony??
« on: July 02, 2024, 06:04:33 PM »
I mean, I am not taxed to take stockpile from resources, I just pay item price, yet in the open market I am. That makes commerce a downgrade in terms of no commerce industry? Why is government being taxed by itself? And if I get taxed, why am I not getting the tax money back in terms of income? If tax money is not going to me, where is it going?

On related topic, why is black market in accesible to colony owner? There is clearly a blackmarket there, given there are smugglers. Although personally I rather having options to legallize certain items, because it is my own colony.
you could try "dynamic tariffs" but i'm sure you're playing vanilla only.

11
General Discussion / distance to bounty target & outposts
« on: July 02, 2024, 06:02:59 PM »
is there a way, vanilla settings or otherwise, to alter the distance to control really long ranged bounties...especially for the low end rewards i'd spend more fuel/supplies than the reward just getting there and back.

btw, did Alex remove outposts in .97 ?  help?

12
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: June 29, 2024, 10:13:15 PM »
i constantly get CTDs when a certain distress signal is heard. you get the ghostly sound and then crash to desktop immediately

3314541 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: java.lang.Integer cannot be cast to java.lang.Float
java.lang.ClassCastException: java.lang.Integer cannot be cast to java.lang.Float
   at com.fs.starfarer.api.impl.campaign.DerelictShipEntityPlugin.pickVariant(DerelictShipEntityPlugin.java:190)
   at data.scripts.campaign.events.VayraGhostShipDistressCall.spawnWreck(VayraGhostShipDistressCall.java:90)
   at data.scripts.campaign.events.VayraGhostShipDistressCall.setup(VayraGhostShipDistressCall.java:65)
   at data.scripts.campaign.events.VayraGhostShipDistressCall.advance(VayraGhostShipDistressCall.java:46)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

13
Mods / Re: [0.97] CarrierUI
« on: June 28, 2024, 07:53:15 AM »
where do i look for this counter?

14
Just use Go dark.
did you just troll me? lol.  sure, i guess if you don't care about faction standings then yes that's a no brainer.

15
we have "campaign 'speed up time' is a toggle" could be pretty please have a setting toggle for "campaign 'Bring fleet to a stop or move very slowly' is a toggle" as well.

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