Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - fu12

Pages: [1] 2
1
Mods / Re: [0.9.1a] The Star Federation v0.7.2a (Inspired by FTL)
« on: January 28, 2021, 09:52:20 AM »
Pretty sure its not exactly priority, but I tried to cheatyface an accordant with "fed_flagship_assault" and just got a Union instead.

2
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: October 21, 2020, 06:26:25 AM »
So exactly how fiddly is placing an Astral gate exactly? Cuz sometimes it gets put down where I am......but most days it gets shunted off into the worst possible position: out beyond the oort cloud of the star and as far as possible away from a jump node. And there doesnt seem to be any rhyme or reason as to which result i actually get.

It tries to place the Astral gate at a location near to the player where a stable location could potentially exist. After playing the game for a while, you'll have a feel for where stable locations typically exist and where they don't, so you can choose a spot likely to have a valid spawn location near your fleet. If it spawns somewhere you don't like, then just reload the save.

I suppose. I'm more wondering at the fact that EVERY time it doesnt place the gate at my location it shuffles it out to the system's edge. If it was seeking stable locations, you'd think it would occasionally get shunted closer to the star.

3
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: October 21, 2020, 04:43:18 AM »
So exactly how fiddly is placing an Astral gate exactly? Cuz sometimes it gets put down where I am......but most days it gets shunted off into the worst possible position: out beyond the oort cloud of the star and as far as possible away from a jump node. And there doesnt seem to be any rhyme or reason as to which result i actually get.

4
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« on: October 17, 2020, 08:19:47 AM »
So are the industrial ruins supposed to stay after youve repaired them? Cuz i can see it goin either way. They stay in case you accidentally shut down the repaired thing. On the other hand....its supposed to be a repaired thing.

5
Mods / Re: [0.9.1a] More HullMods 1.0
« on: May 01, 2020, 11:36:01 PM »
a list of whats actually in this mod would be nice.

6
I tried to dismiss an ambassador but they didnt leave. I tried to demolish the embassy. There was still an ambassador on my planet. I tried to dismiss that ambassador. Ditto.

7
Mods / Re: [0.9.1a] Battlefleets of the Gothic Sector
« on: March 05, 2020, 12:34:15 AM »
Another thing for the Emperor, lookin at your current model, I'd make the hangars on the sides jut out a little to break up the silhouette a bit.

8
Mods / Re: [0.9.1a] Battlefleets of the Gothic Sector
« on: March 03, 2020, 01:57:37 AM »
I feel that the main superstructure could use more greebles to indicate the cathedral-esque make up of imperial ships. Something to add texture to the....textures.

Small macrocannons should probably be an energy type weapon, the lore notes that the sword class escorts are noted for their efficient laser macrobatteries. Lances should be explosive type to reflect their monstrous performance against armor but lackluster performance vs shields.

And dont forget to slap a bunch of antennae on the front of the Emperor. Thing is a command/control hub for fleets. And is noted for having a good sensor range as well.

9
Bug Reports & Support (modded) / Game crashed for while flying about.
« on: March 03, 2020, 01:48:10 AM »
I was flyin about and the game crashed. No idea why. And since I have no idea how to read the log, and the log is too large to upload to the forum...upload provided.

https://mega.nz/#!BsRHjIYR!HV3wYxFQaTTWh3QCALkVcgBSwOFRwRKWXsXEwGAXBxY

10
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« on: February 28, 2020, 05:37:40 AM »
So what exactly is the new regalia faction supposed to do? Or are we not supposed to be able to access those bps? I may or may not have cheatyfaced them.

11
the Co-Op triggers "YOU'RE A SMUGGLER!" scans. As in it raises suspicion level, just as if you'd bought and sold stuff on the black market.

12
Mods / Re: [0.9.1a] Blue (0.7.0a) Mod
« on: February 24, 2020, 11:05:16 PM »
Something about the XLU starfortress has broken down. The one over vargan is constantly in a "being repaired" state even though it is operational in the colony info.

13
You may want to update the title page download link. It gives a link to 2.1.0 not 2.1.1. Or maybe you forgot to rename the file? iono

14
Bug Reports & Support (modded) / Re: Minor hang on Inventory screen
« on: February 12, 2020, 03:36:46 PM »
Apparently it was the More Officer Options mod that was causing the immense slowdown. Dunno why having more options to pick when leveling officers would slow down colony things but....there it is i guess.

15
Bug Reports & Support (modded) / Re: Minor hang on Inventory screen
« on: February 05, 2020, 02:10:39 PM »
Yeah there are something on the order of 170 colonies in default standard starting map with all the mods im running.

Pages: [1] 2