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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 - FreedomFighter

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1
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.2a
« on: August 10, 2024, 10:16:10 PM »

You only need 25 rep with them to build it and to upgrade it.

Ah, I might misremembered that with the Imperium one.

2
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.2a
« on: August 09, 2024, 02:36:04 PM »
Hi all,

Probably a stupid question but how does one unlock the Battle station for this faction?

Thanks in advance (:

You need to get a blueprint to build DA station. It usually a part of their BP package so exploring around. Easiest way; if you have Nex, start as DA and you'll get 90% of their BP right at the start.

3
Well, i've deleted the automated_ships.skill file and the CaptainsAutomatedShips.java file and still have a really bad alpha core drop rate, i destroyed 5 [redacted] ordos and no alpha cores. Any other solution?

You can try editing the core drop chance in the vanilla file. By default it has 5% chance on a frigate, and 20% (x4 modifier) on a capital. Try changing the modifier to 20 for 100% drop or 1,000 like the station for a totally guarantee drop.

Fractal Softworks\Starsector\starsector-core\data\config\settings.json

Station always drop even with QC Automated Skill. If you have Nex or other faction mods that has a station with the alpha core, you can blow them up to get a core every 30 days (don't raid and steal the core).

4
Same applies to ChronosMrk1's question. Just remove or rename the .skill files for the regular skills from the QC /data/characters/skills folder of the mod.

I was wondering if delete/move those files would work because I want to do a new run with vanilla skills while still having milestones. Thanks.

5
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: April 12, 2024, 07:49:27 AM »
Should magicboxPD shoot a bit faster or having internal magazine that can be fire fast but has to wait for reload?

6
Hmmm I wonder what would happen if I use Hyperdrive during Slipsurge when it reach 999 burn for a moment. I have left the Persean Sector completely.

7
Mods / Re: [0.97a] Random Assortment of Things
« on: April 04, 2024, 02:16:49 PM »
Lukas, I would like to increase both the level, and elite skill limit to the unique officer from Camaraderie background in Nex. Is it possible with json/csv edit?

8
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.7)
« on: March 21, 2024, 03:18:46 AM »
I think there's a bug, Domed Cities has no effect on Perpetual Dust Storms from Unknown Skies.

EDIT: Also, is domain crafting disabled if you have Aotd installed? There's no craft options in the terraforming menu.

Dome has no effect on a condition that giving fixed defense value like that. Magnetic Core is another one that force defense to be locked at 3,000 no matter how much you trying to decrease/increase it.

9
God, I'm so sick of fandom wiki.

10
Mods / Re: [0.97a] Weapon Arcs 1.7.2
« on: March 19, 2024, 08:15:34 PM »
I'm I hallucinated or you can press "H" key once as a toggle then press group number instead of having to hold LAlt + Group number in one of the version before?

11
Look like you mistype the folder name as 1.1.b instead of 1.2.b but other than that everything are in order, even the mod version in the file is correct.

12
Mods / Re: [0.97a] Random Assortment of Things
« on: February 02, 2024, 10:16:54 PM »
The change to hull alteration is neat. I'm showering with the abyssal alteration but doesn't use them because they are one-time usage. Worse with Exo alteration because they never restock.

13
Mods / Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
« on: February 01, 2024, 10:03:02 AM »
Has anyone found a work-around for building the hypershunt rig from DiY Planets mod?  I have seen several people say that the dialogue option to build the hypershunt won't appear because of changes the IndEvo makes to star interactions.  Would it be possible to add the dialogue from DiY Planets to IndEvo to resolve the issue?

TASC let you build it through colony project if you want another way around.

14
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« on: February 01, 2024, 09:57:44 AM »
It make sense if you consider the 30 ships limit in vanilla so you have to make each slot worth.

15
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« on: January 31, 2024, 09:45:24 AM »
Should Baldric has less storage capacity than Colossus? I feel like it should be because in the current setup there is no point of using Colossus at all. It has more survivability thank to its burn drive system, 8 burn compare to 7, same maintenance and fuel drain, and omni shield instead of frontal. The only thing it lose to Colossus is the crew capacity but who care about that on a freighter?

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