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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - Chryvrius

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Bug report;

The Messenger Rocket Pods' missiles have tracking, despite being marked as having Tracking: None

Mods / Re: [0.95.1a] Starpocalypse 2.3.2 - more apocalyptic settings
« on: March 04, 2023, 03:37:49 PM »
Long overdue bugfix update:

- Fix Nexerelin exploit with governed markets.
- Fix derelict pruning script not being transient.
- Update stingyRecoveries description to include cryopod officers and others.

This is most likely the last release - I am fully focusing on Stelnet and future (Public Companies) mods.

Hey hey! Thank you for the bugfix. Even though this is the last update, do you have intentions to keep it up-to-date when new versions of the game release, assuming they don't horrendously break everything?

Hey hey! Reporting in a mild English error on the Overlord Suite hullmods

On the first line of the details, it reads
"Assigning an AI Core to this vessel will grant it's wing all the skills the core possesses"

The highlighted "it's" reads as "it is", which would make the sentence awkwardly read as "grant it is wing".  The corrected sentence would read like the following;

"Assigning an AI Core to this vessel will grant its wing all the skills core possesses."

Hopefully I presented this is a non-offensive way that isn't too confusing. Thanks for the awesome mod!


It would be super cool if there could be a Destroyer/Cruiser grade cataphract with a variable rifle that could mount Medium/Large weapons. I love the Altagrave, but being stuck with the same weapon for the arm mount is a bit disappointing at times.

Regardless, absolutely adore the mod and can't wait to see what gets added in the future  :)

Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.9.1
« on: February 10, 2023, 07:54:00 PM »
Absolutely adore your ships and weapons. Hopefully 0.96a doesn't end up being hard to update for, if you intend on doing so.

I think if I were to add High Tech to the roster, most of the ships would probably follow this color style.


This looks fantastic! I hope they make it into the roster  :D

It's super funny, I was just thinking about wanting a player faction shipset. Lo-and-behold, this manifests from the ether. Thank you for making this, having a blast with it!
(The flavor changes are lovely as well, it's great to finally feel like you actually are the leader of a faction.)

On top of new original hulls, do you have any intention of adding some of the midlines/high-techs to the player faction's repertoire? Would love to see an Odyssey in these colors!

Mods / Re: [0.95.1a] Starpocalypse 2.3.1 - more apocalyptic settings
« on: July 29, 2022, 03:31:40 PM »
I've had this mod on for a couple playthroughs and have been enjoying the rustbucket fleet and stingy markets (good work on that! I like the mod even if I'm about to get a little annoyed), and initially liked the idea of stingy recoveries until I realised I'd gotten to the midgame and completely failed to find a single incident of unopened sleeper pods or other similar special salvage events.

... and so I checked Github to discover that the mod runs a constant script that purges all special salvage data from salvagable entities (and debris fields) in the player's current location, not just the ship-is-recoverable salvage data.

I feel this should be pretty clearly signposted if it's an intentional difficulty change because it's not mentioned anywhere and I went in with the assumption it would only touch the vanilla "ship is recoverable" salvage special. It also probably should be changed because it appears fairly aggressive and could easily break mods or even vanilla (I haven't checked but iirc there's an issue on Github about it breaking the Hamatsu interaction)

Dang! I was just about to pick this up and run a new game with it too. Too afraid of having things irreparably break = (

Late late edit:
Realized you can toggle off stingy salvage in the configs. Though, I would have liked to use it.

Hopefully I'm not asking a repeat question-- but I didn't see this in the PAQ/FAQ or the credits:

What's the source for the track that plays when docking at New Meshan?

Mods / Re: [0.95.1a] Better Deserved S-Mods 1.53
« on: July 25, 2022, 02:30:34 PM »

Mods / Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« on: July 24, 2022, 06:29:04 PM »
Sweet! Glad to see this getting adopted. Are future plans just maintenance and balance, or do you intend on introducing new ships into the fray?

Mods / Re: [0.95.1a] Better Deserved S-Mods 1.53
« on: July 21, 2022, 11:49:06 AM »
Time to ask the dreaded question that every modder hates;

Is this compatible with Progressive S-Mods?

Mods / Re: [0.95.1a] Better Colonies 1.71
« on: July 21, 2022, 11:34:38 AM »
This is probably one of the silliest questions I've asked a modder, since I likely already know the answer--

Is this incompatible with Industrial.Evolution?

Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« on: March 19, 2020, 12:17:22 PM »
After playing with them for quite a while, Regalias feel really overtuned. There aren't any matchups where I do not absolutely dominate with no losses, including [REDACTED] and other modded endgame threats such as Dassault-Miyokan's Blade Breakers. I end up spending less resources than capital-class spam, whilst outputting far superior results.

Am I missing some sort of underlying weakness that they are supposed to have aside from requiring an officer/gantry?

Quick question--

Is it possible to get blueprints for the antediluvian weapons?

Searched the entire sector, no luck thus far. Trying again on another save w/ console commands.

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