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News:

Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Messages - giganticats

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1
never mind i figured it out, when using nexerelin, fuel siphoning and supplies forging at the same time it doesnt show

2
i cant figure out how to activate it, i cant find the hyperspace button in the commands ether

3
Mods / Re: [0.95a] Mayasuran Navy 8.3.4 RC3
« on: April 21, 2021, 03:03:43 PM »
update causes a crash when starting i noticed, when i reverted it back to the mods previous update it didnt crash when loading

the error is "Fatal: Ship hull spec [MMS_Shuttlepod] not found!"

4
Mods / Re: [0.95a] Mayasuran Navy 8.3.4 RC3
« on: April 21, 2021, 02:51:32 PM »
update causes a crash when starting i noticed, when i reverted it back to the mods previous update it didnt crash when loading

5
Mods / Re: [0.95a] Adjusted Sector
« on: April 19, 2021, 03:18:08 PM »
hello, i have a question, my current settings are
        #"sectorWidth":164000,
   #"sectorHeight":104000,
   #"sectorConstellationSize":100,
   #"sectorConstellationCellSize":10,
   "sectorWidth":164000,
   "sectorHeight":104000,
   "AdjustedSectorConstellationCount":200,
   "AdjustedSectorConstellationSize":1000,
   "AdjustedSectorConstellationCellSize":8,

   "sectorConstellationRemnantMin":40,
   "sectorConstellationRemnantMax":70,
   "sectorConstellationRemnantSkipProb":0,
   # zero means - they wont spawn
   "sectorRemnantPresenceLow":1,
   "sectorRemnantPresenceMed":1,

   "sectorConstellationRuinsMin":25,
   "sectorConstellationRuinsMax":40,
   
   "sectorDerelictMotherships":16,
   "sectorDerelictCryosleepers":36,

I'm asking about the min and max volumes, does the min and max mean that the amount will be somewhere in-between the two numbers? also if it does, does that mean that if "sectorConstellationRuins" spawns lets say 37 of them in my sector, does that mean that there will be more remnant stars spawning to make up for it so the max possible amount is in play? also what would be the best amounts to fill up the sector with a reasonable amount of things with my current "AdjustedSectorConstellationCount":200?

also as the above comment states yes there is almost always a gap of stars next to the top right of the core worlds

Another question is if its possible to set it so more things are able to spawn like remnants and ruins throughout the sector other than just near the core worlds? I'm using a huge amount of Constellations so I'm able to have more remnants and ruins in the game even though there is a huge amount of stars being unused by these settings, would it be possible to set it so I could have remnants and ruins and cryo and such through the whole sector not just around the core worlds so I don't need so many Constellations?

for example: https://imgur.com/a/ZkFXZuQ (the red circle is the area where stars/constellations rarely/never spawn) (everything outside the orange area almost never has anything but domain probes and few low tier derelicts, the 2 warning beacons outside the orange circle are added by mods/missions)(I'm playing nexerlin with vanilla core worlds)

6
Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
« on: April 18, 2021, 10:25:46 AM »
is this meant to be played with a mod that increases the max level? or just the standard 15 levels?

7
Mods / Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
« on: April 02, 2021, 02:12:45 PM »
Hi

the download link takes you to v0.7.2a ... not v0.7.3

7,2a is not compatible  with 0.95a ...

is there a link to the newer version somewhere please?

Rick

check the msg above your comment

8
theres some mods from last update that haven't been updated yet that i would like to use and ive seen in some descriptions that the mods are just being set to .95 versions, is it possible for me to manually do this to un updated mods?

9
mod that makes it so if your transponder was off and you havent been seen and if you go into battle and win you lose 0 relation with the faction and person you attacked, i find it weird that even though my transponder is off they still know who is attacking them.

10
General Discussion / Re: how to increase battle size past 500?
« on: October 01, 2020, 12:02:03 PM »
thanks!

11
General Discussion / how to increase battle size past 500?
« on: October 01, 2020, 10:27:42 AM »
so even with maximum ships on the screen using every single point my game runs like butter ever since is turned off graphic lib shaders, i wana see how far i can take this game again before it starts to slow down, does anyone know how to go into the game config and increase the battle size?

(or lower the max enemy battle points because i keep getting destroyed by huge remnant fleets and i can only use like 150 battle points)

12
General Discussion / Re: best way to make big battles faster?
« on: October 01, 2020, 08:57:07 AM »
thanks for all your help trying, i just decided to turn graphic lib shaders off and the game runs smoothly even with 500 point battles. i appreciate the help tho

13
General Discussion / best way to make big battles faster?
« on: September 30, 2020, 06:36:48 PM »
id say i have a pretty good pc, im also allocating 8 gb of ram to the game but big battles still only work at around 20 fps. does anyone have any tip of how to get more fps out of these mega battles?

14
thanks anyway, love your mod btw

15
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.a - Colony content expansion
« on: September 28, 2020, 12:09:17 PM »
just a warning, this currently doesn't work with anvil industries and the nexerlin random worlds mode, it will crash your game when loading.

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