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News:

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

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Messages - Zalpha

Pages: [1] 2 3 ... 8
1
My glob, that auto-updater makes this the best mod ever. I have saved so much time updating all my mods. Was just going to get back into the game and had planned to spend a good portion of my Saturday morning checking that each mod I was going to use gets updated but the amount of time I have saved is amazing, in less that 3 minutes all my mods have been updated. I am so lucky this was the first mod I checked out and installed/used. So much time saved. Thank you so much!   

2
Mods / Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« on: February 17, 2022, 02:20:05 AM »
Thank you for the effort you put into this mod and keeping it updated. I like the old system but willing to give the new one a try. I used to play mod only giving me only positive effects. So I am a noob like that. I will be trying this out as it is and see how it goes, because before it was pretty much cheating but it was fun like that for me. I have been thinking of playing the game on a more harder setting and not using this mod with only positive effects like I used too is one way of doing that.

Anyway, haters are going to hate. Although I am with them in that I loved the old system, it did have it's problems, but then so does this new way of doing things. I don't know, you are doing what you can we all appreciate that, honestly, you didn't have to create this mod or even share it with us or even more so keep it up to date. Despite the complaints, we love you for what you have given us, thank you! 

3
Mods / Re: [0.95a] Adjusted Sector
« on: February 08, 2022, 01:36:47 AM »
Second best mod to own, first being Nex, the second is this one. I love it, thank you.

4
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5j
« on: February 07, 2022, 09:43:15 AM »
I like this mod, thank you! Playing Luddic and it feels good when looking at a station and seeing the big capital ships on offer. I can't imagine what the game would be like without them.

5
Modding / Re: [0.95.1a] Eagle DP Change (06.02.22)
« on: February 07, 2022, 09:33:28 AM »
Random noob here, what was the original? Is this a buff or a de-buff?

6
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 30, 2022, 11:24:32 AM »
I just want to say that the Cathedral-class Hubship (for/from Luddic) is my fav ship in the game now. It used to be the Junk ship from HMI but now this is the Cathedral. Supers awesome mod, thanks for making and sharing it.

7
Mods / Re: [0.95.1a] Radiant Prototype
« on: January 19, 2022, 09:43:04 PM »
Nice mod, I look forward to finding one.  8)

8
Super awesome mod, one of the best and one of the ones I will not play the game without in the future! 10/10  8)

9
Sorry to bother everyone, but, I have recently recovered the massive Locomotive mobile station monstrosity.  I was wondering how I go about giving commands to the different sections, specifically the two side sections with hangars, so I can set them to "Engage" during battles, instead of having the fighters just hang around. 

Thanks for your time~

I just want to add that I recently learnt that different ships behave differently. I just assumed they floated around the carriers until ordered to attack (because I mostly assigned Ming Drones to my ships) but I discovered different ships types behave differently and engage differently. I should have known this but my experience with carries was limited but I now know this, so I am sharing it.

10
Mods / Re: Machina Void Shipyards v. 0.50
« on: January 02, 2022, 09:31:29 AM »
I love this mod and thanks for being the first mod I have seen to use the Drone mod, it has huge potential it seems. Thanks for the update.

11
Mods / Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
« on: December 28, 2021, 11:45:12 AM »
https://i.imgur.com/s4FJsSQ.png

Found this in a research station, think this isn't supposed to drop as it has no icon, and n/a OP cost, must be a built in weapon.

I had this exact same bug. I took a screenshot of it too but I forgot to post it. No need for me to do so now, I second this bug report.

12
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« on: December 26, 2021, 09:28:43 AM »
I tried using the mod in the new version but I disabled it. The reason being when I loaded into the game and went into the starting station I noticed a Large Missile on sale that didn't have its icon aligned properly. It sticking out of its icon grid and for some reason that ruined my immersion in the game, I felt it unplayable and disabled the mod. I am now not sure if this was a default bug or from it being out of date. So I thought I would mention it, sorry I can't recall what missile it was, only that it was a large missile.

Sorry for ruining your immersion, but i want to inform you that VIC doesn't have any missiles.

My bad then, it wasn't a missile but a Large Energy or Ballistic weapon. It clearly was a Vic Large Weapon judging but the Vic weapon distinctive design, (I didn't actually mouse over the miss aligned icon, just saw it and deiced the mod was broken and excited an disabled it). On a side note I have noticed some large weapons spaz out (extending out of the icon border or being cut off abruptly when encroaching on another icons panel) when they have a huge stock in the station. I think this type of design bug only really comes from modded weapons that use to large an icon for their weapons.

13
Mods / Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
« on: December 26, 2021, 09:23:03 AM »
I mean in each faction there is a member that you can make a contact (I suspect they can be found in capital stations only but I could be wrong about that), that will give you the stuff I mentioned (mission and the like). At the start of the game there a 4 out 5 contacts for you to make. Number 1 contact is always the contact you have for that faction, they can be found inside the capital station. This at the start gives you 1/5 contacts. Then you are offered contacts for Hegem, Tri-Tac, Indepent, factions.for you to build your relations up with that faction. It is a way to ensure you can get missions form a faction and raise your relationships with them, instead of hoping for a mission from that faction to pop-up.

You can establish contacts when interacting with members of a faction and delete contacts. For some reason this feature does not work with Xhan, I mean at the start, your given contact. It says they are at the capital start (in a Nex start) and sometimes you can see them in there (different start overs give different results as sometime it says they are there but you do not see them in the station - hence my suspecting of them being in the other station building). I can talk to them in the station if they are there but the only options is to cut-coms (or sometime I can help with your unrest option gray light because they have no unrest).

I did in this current game meet and make a new contact (rare that it happens) that let me build a relationship with them and I am hoping to use them to establish a new contact with the Xhan faction.

It isn't necessary to have this mod working (not like it will ruin my game experience and it only the starting that I do not have a working Xhan contact) as I am already good with the faction but it nice to get all the offers (like build and buy ships).
I see. Sounds like Nexerelin is stirring up the contacts system and I cannot help you, since I no longer use that.
The default behaviour -as far as I can tell- you randomly meet offers in a bar, an accepted offer (regardless of completion) turns into a potential contact, which -if developed- will keep providing offers. There are 2 contacts which are given by the story line during any playthrough. If I'm not mistaken this is it. Any other course is custom added by mods.
I only advise deletion for utterly crap contacts you are sure about never utilising again. The game doesn't tell you this, but you can have any amount of potential contacts waiting, but deletion seems to narrow your options (character remains at market but won't be accessible as contact ever again).

(I missed the picture you posted, so yes that is the contacts I am talking about.)

That is interesting, I hardly ever visit the bar in stations. I use the contacts in the station when talking to members of the station (e.g. Administrator , Quartermaster and so on), I actually didn't know that they could be found in the bar. In my current game the contact in the station is working as it should. I think the other games were the contact was missing for me - they could have actually been in the bar and because I do not visit the bar I didn't find them. Thanks for the reply and feedback.   

14
Mods / Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
« on: December 24, 2021, 10:07:37 AM »
Regardless you cannot have a contact in Xhan Empire, and that sucks. I wanted to find the mod it is from and let the author know of it know of the issue but then I thought it might actually be from vanillas updates and so should inform you. If this from another mod and you can do anything about, then sorry for bothering you. At least you are aware of a mod conflict.
Do you mean like this or contacts specifically dubbed as "Xhan" regarding their nationality or do you mean The Cluster specifically?

(Contacts is a vanilla system btw)

I mean in each faction there is a member that you can make a contact (I suspect they can be found in capital stations only but I could be wrong about that), that will give you the stuff I mentioned (mission and the like). At the start of the game there a 4 out 5 contacts for you to make. Number 1 contact is always the contact you have for that faction, they can be found inside the capital station. This at the start gives you 1/5 contacts. Then you are offered contacts for Hegem, Tri-Tac, Indepent, factions.for you to build your relations up with that faction. It is a way to ensure you can get missions form a faction and raise your relationships with them, instead of hoping for a mission from that faction to pop-up.

You can establish contacts when interacting with members of a faction and delete contacts. For some reason this feature does not work with Xhan, I mean at the start, your given contact. It says they are at the capital start (in a Nex start) and sometimes you can see them in there (different start overs give different results as sometime it says they are there but you do not see them in the station - hence my suspecting of them being in the other station building). I can talk to them in the station if they are there but the only options is to cut-coms (or sometime I can help with your unrest option gray light because they have no unrest).

I did in this current game meet and make a new contact (rare that it happens) that let me build a relationship with them and I am hoping to use them to establish a new contact with the Xhan faction.

It isn't necessary to have this mod working (not like it will ruin my game experience and it only the starting that I do not have a working Xhan contact) as I am already good with the faction but it nice to get all the offers (like build and buy ships).

15
Mods / Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
« on: December 24, 2021, 07:48:43 AM »
I don't know what mod gives the option of having a 'Contact' in which you can make relationships with members of a faction and gain missions and do other things like make purchases of good, old ships and construct new ships from their shipyards.

It might be from vanilla base game or from a mod like Nexerelin but regardless I have no idea where this new option of 'Contacts' came from.

I have never encounter any issues with that mod but when comes to Xhan, it is broken and I suspect this is because its capital has 3 structures around it and you can only interact with one of them, and that member you can contact is in one of the other structures you do not have access too but I might as well be wrong about my assumptions. Maybe the contact is there but the mod is broken and there is no to actually offer you missions and stuff.

Regardless you cannot have a contact in Xhan Empire, and that sucks. I wanted to find the mod it is from and let the author know of it know of the issue but then I thought it might actually be from vanillas updates and so should inform you. If this from another mod and you can do anything about, then sorry for bothering you. At least you are aware of a mod conflict.

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