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Starsector 0.97a is out! (02/02/24)

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Messages - Deageon

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1
Modding / Re: [0.96a][WIP] Savaksky Union v0.1
« on: January 21, 2024, 08:44:57 PM »
"Savak Culture Guard", huh? They gonna be going around sending spacers to the farms and waving about their Little Red Orange-Grey Books?

2
i forget if i posted about this before, but the one frigate with the inbuilt drone-spawning hullmod that decreases cargo capacity has literally negative cargo capacity because the cargo malus isn't modified to account for ship sizes.

3
Modding / Re: [0.96a][WIP] Savaksky Union v0.1
« on: January 18, 2024, 08:51:21 PM »
Arknights vibes from the general structure of the text and overall choice of colors, I'm a fan! Seems like an interesting mod to keep watch on, good luck with it.

4
Mods / Re: [0.96a] Pirate Mini Mod (1.6.0)
« on: December 31, 2023, 02:46:22 PM »
hey, the honeycomb frigate appears to have literally negative cargo storage. meaning that it takes 40 units of storage away if added to your fleet. you might want to tune down the cargo malus on the drone hullmod to a percentage instead of a flat number?

5
Makes sense, it'll be fun to actually hunt down these nefarious bounties after never having managed to do so myself ages ago. I remember one of them having an utterly batshit shield Flux upkeep cost lmao.

6
Nice to see the update out (even if the AI-assist stuff looks visually a little funky imo), though I'm fairly certain HVBs can be messed about with to work in tbe magicbounty system pretty easily, if you wanna get that going.

7
Modding / Re: [0.96a-RC10] Better Vanilla Hullmods v0.5 (2023.12.18)
« on: December 18, 2023, 05:52:35 PM »
that unstable injector change is a bit ... painful, for those without the combat readiness skill. i guess it is some sort of balance, yeah, but it might make people just not use UI at points.

8
Modding / Re: [0.96a-RC10] Better Vanilla Hullmods v0.4 (2023.12.14)
« on: December 13, 2023, 04:30:49 PM »
I feel like this mod's batshit / strange new variants added might mesh well conceptually with the batshit / strange pirate refits added by the Pirate Mini Mod, vibes wise. Anyway, really glad to see someone picking up the torch of BDSM, I genuinely miss how it made pretty much all the hullmods have useful S-Modding, even after general S-Mod bonuses were added to a fair few things. Thanks for your work!

9
Mods / Re: [0.96a] Emergent Threats v0.2.6
« on: October 24, 2023, 03:57:34 PM »
Just a little curious, does this mod happen to mess with automated ships' base level CR when in a player fleet (with the autoships skill, obviously). I've been having my autoships stuck at 50% CR for a bit now, and I'm trying to suss out what's causing it. This is with a single Lumen, so, I'm not over the DP limit.

10
Mods / Re: [0.96a] Emergent Threats v0.2.6
« on: October 08, 2023, 09:34:48 AM »
Finally snagged myself two of the LG Gemini-refits. Pretty interesting stuff, while they're a bit top-heavy DP and supplies wise, their damage focused style to fighter strikes is greatly appreciated. Especially when the crew requirements aren't all that bad.

11
Modding / Re: [0.96a] Epitaph Frost
« on: October 02, 2023, 08:12:53 AM »
ngl I kinda liked it more when the vestige ships would occasionally pop up in remmie fleets. the system of their own makes sense but, even with the bar event, it's a little ... isolated.
I can see why it'd be like that. Not sure how to give them more of a campaign presence. Maybe some Domain-Exploratorium Probe-like things you have to fight guarded by vestige or low / medium danger systems for them to spawn in.

If you want the vestige ships back you can go to EpitaphFrost\data\world\factions\remnants.faction and delete all the #s I put to comment the vestige out and that should probably get them to spawn in Remnant fleets.

Re: fixing procgen overwrite: Tried to fix it, solution didn't work, gonna need to put down some time to figure it out.

both of those ideas could be pretty neat, perhaps keeping the current system in place as like a ... high-high level, guaranteed "go here if you wanna get into a brawl" option for people seeking the ships out in larger quantities? so like say someone really wants to risk their fleet to hunt for the cool vestige weapons.

12
Modding / Re: [0.96a] Epitaph Frost
« on: September 30, 2023, 02:44:17 PM »
ngl I kinda liked it more when the vestige ships would occasionally pop up in remmie fleets. the system of their own makes sense but, even with the bar event, it's a little ... isolated.

13
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« on: September 26, 2023, 03:10:20 PM »
I recompiled all the Seeker java scripts, fixed MagicLib import calls and methods to use the newer ones(fleet/captain spawning were using old methods). As far as I can tell everything functions as it should. Changed some hull probabilities so factions don't get spammed with Seeker ship designs. This should function in 0.96 without issue, at least I haven't had a crash so far.

https://drive.google.com/file/d/1Q7GWZMN5LYWSXPx4WZ1aaspmKizxXQoz/view?usp=drive_link

I'm also trying to update Scy Nation but the Phased Mine Torpedo crash is really hard to figure out...

just FYI, scavenger fleets still seem to be completely swamped with Seeker ships. Stuff like the Malet and it's bigger cousins pop up an insane amount.

14
Mods / Re: [0.96a] Pirate Mini Mod (1.3.1)
« on: September 26, 2023, 12:32:25 PM »
Just wanted to note, the Pirate Hullmod seems to actually not be decreasing flux cap or dis, at least in my experience. It adds a single point to each, which is weird. The *** up hull and armor works wellthough.

15
Modding / Re: [0.96a] Epitaph Frost
« on: September 21, 2023, 08:11:58 PM »
Did all the Greeny Boys ships get hit with a minor nerf bat or was it just the boxy frig, cause they all seem a little nuts given the 300% armor regen thing.

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