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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 - StrikeEcho

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1
Mods / Re: [0.97a] AI Tweaks
« on: October 25, 2024, 02:30:59 PM »
I noticed that Ships under AI control will not fire the Twin-linked Railgun from Ironshell, which is weird considering when under player control the autofire works fine.

I fixed it by disabling the Staggered Firing mode, I think something went wrong due to the railguns special semi-auto/auto firing function, just fyi.

2
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« on: August 30, 2024, 07:51:32 AM »
Very cool idea to make the game more dynamic and character focused.

Although I don't think they should be called lords depending on the faction.

Dictat: High Generals (Strategic Conference)
Hegemony: Admirals (Admiralty Board Meeting)
Tri-Tach: Board Directors (Board Meeting)
League: Electors (Congress)

Can't think good ones for church, pirates & path right now. Probably crusader order terminology for church.

For the Church, Grand Masters would fit, knightly orders and all. The pirate can have Pirate Lords or Warlords, while the Path could be Brother/Sister like with Brother Cotton.

3
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.6.8
« on: July 28, 2024, 08:46:16 PM »
Hopefully with the new update, the IX won't get ganked 4-ways just 2 years into the game.

4
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.

5
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.

6
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.

7
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.

8
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.

9
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.

10
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?

11
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?

12
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!

13
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"

14
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.

15
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.

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