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Messages - StrikeEcho

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1
Modding / Re: Looking for cool mods that offer modded Battlestations
« on: March 16, 2024, 11:54:15 AM »
Pretty late to the party, but Legacy of Arkgneisis also has a fully-fledged chain of station.

2
Mods / Re: [0.97a] Random Assortment of Things
« on: March 08, 2024, 05:44:15 PM »
Eh, nope CA got folded into Magiclib quite a while ago.

3
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.5.3
« on: March 07, 2024, 05:15:14 AM »
Yooo, the new update fixed the derelict! Could finally recover it now.

4
Mods / Re: [0.97a] The Knights of Ludd
« on: March 06, 2024, 03:03:33 PM »
There's a random chance you get sent there when you gate travel. There's a lot of exploration content you can find in the mod. You can pretty much go through it however you want.

Although I'd suggest checking out the weapon cache in alpha site.

5
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.5.2
« on: March 05, 2024, 03:23:50 PM »
So I found a derelict Maquech class escort carrier, so I tried to use sp to recover, and it gave a me Runtime Exception: System with [drone_pd] not found. It left stuck in the dialog till I used a console command to force me out of it.

Is your game running on v0.97 or an earlier version?

Yep, running on the latest version of 0.97. The weird thing is I went to check the ship in ship_data and compared the system id to the one in the shipsystem file in the base game, and it matches. So I have no idea what's going on.

6
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.5.2
« on: March 05, 2024, 08:17:06 AM »
So I found a derelict Maquech class escort carrier, so I tried to use sp to recover, and it gave a me Runtime Exception: System with [drone_pd] not found. It left stuck in the dialog till I used a console command to force me out of it.

7
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.5.2
« on: March 02, 2024, 05:42:35 AM »
I can only ask why the new Onslaught isn't based on the slick new Onslaught sprite, but on the old one?

8
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: February 17, 2024, 09:38:08 AM »
Is the Pulverizer meant to veer to the left when firing?

9
Mods / Re: [0.96a] Tahlan Shipworks
« on: September 23, 2023, 03:42:16 AM »
So is there some secret to getting Rosenritter stuff? Or is it intended to be so rare that I've only ever gotten one of their ship mechs from a "sacrifice ships to get different ship" event, get maybe 6 of their guns during an entire 20+ cycle playthrough, and have literally never seen one of their fighter wings drop, only knowing most of their stuff is a thing from console commands?
Look around some blackholes, there's stuff there!

10
So maybe remove the Edict Stormblaster from your mod?

Gonna have to be a little more specific, seeing as they're both from Inventor Raccoon.  :D

Just a case of reusing assets and forgetting to have one disable the other.
Huh, yeah I ddin't know Arsenal Expansion was made by Racoon, damn, well the more you know

Still Racoon should at least disable SOTF or AE's Edict Stormblaster from appearing in the custom production, or not, its up to Racoon.
From the changelog of the latest Arsenal Expansion version
"On game load, converts AE's Edict Stormblaster to its SoTF version in cargo, on fleet's ships, and any learned blueprint, and adds the SYSTEM tag so it doesn't appear again"

11
Mods / Re: [0.95.1a] Iron Shell 1.181
« on: February 13, 2023, 05:05:26 PM »
I love this mod - thank you so much for making it! The backstories, the ships, the general vibe - all great. The Vengeance is now one of my favourite ships. I may even beat Hot Coffee one day.

I noticed that there are no missions, not even regular bounty missions, after the first two special ones. Someone on Reddit said that the leader (Hartley?) will start giving special missions, which will let you unlock experimental ships and unique hullmods. I don't see any way of getting more missions after the first two and they don't offer me any new ships or hullmods. Am I doing something wrong?

Also, I'm not sure if there's any purpose to trying to increase rep with any of the characters.
You get the new hullmods, BPs and other stuff from high rep with the other characters. And only the first two missions are implement right now.

12
I want the Pirate Eradicator bump to 18 DP simply because I'm OCD and want nice round even numbers.

Also the Eradicator is good where it's at, a 2 DP bump does help in clarifying where it's supposed to be relative to the other Crusisers.

13
Question for mod developer, is there any possibility to add a customizable grace period to start of game? I do get that these factions have existed for quite some time so the universe is already established from point of view of game.
ie.
You start alongside an existing faction, and can set a window where your faction will not involve itself with any alliances or wars for x period of time, up to maximum of maybe a year.

Another setting maybe centered around invasions, where factions can get into wars, but sending invasion fleets (AI Included) is blocked for x period of time. (Pirate/Luddic/Faction raids still available as it doesn't cost you a planet completely)

Points of the above is to add options for smaller starts to have a chance without losing their home planet to invasion in first 20 minutes of play. I've done some small start with RP elements and noticed how hard small starts are when some factions are in Burn the Universe mode from day 1. I enjoy these factions, would just be nice to have a buffer at start if its possible to add this function.

Will just add here that I count Nex as a core mode to game now, can't play it without Nex.
Yeah, you can adjust in the Nex settings json to config how long before a faction can start to accumulate invasion points, and how many points a faction needs to launch an invasion.

14
General Discussion / Re: Sindrian Diktat Changes
« on: May 08, 2022, 06:06:43 AM »
All the grumbling on the Sindrian Diktat, when it's ultimately a minor thing can be traced back to how the community hyped up the Lion's Guard and Andrada himself based on a few bits of lore and fluff we have about the faction.

This leads to extrapolation of what the SD is and isn't, not helped by mods introducing LG ship skins.

tl;dr - headcanon isn't canon

15
Modding / Re: [0.95.1a] S/WP Submod: OOPS! ALL VARIANTS (1.0.0)
« on: February 22, 2022, 11:55:56 PM »
I'm always a sucker for more XIV skins, so immediate download.

Although looking through the files, it looks like you didn't properly implement them into the game like making variants for the ships or putting them into default_ship_roles or into the spawning array in the faction files. Without those, the ships won't naturally spawn in fleets.

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