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Starsector 0.98a is out! (03/27/25)

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Messages - crash7ds

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1
Mods / Re: [0.96a] Adjusted Sector
« on: March 17, 2025, 11:38:42 PM »
Anyone know if bumping up the number of gate in sector interferes with the balance of themes? I want more gates but I was wondering if I will need to adjust other numbers for remnants, motherships, and the likes.

Btw, the mod works in 97a, you just have to manually adjust the file "mod_info.json". Look for the line "gameVersion" and adjust the indicated game version to the one you have. This won't always work for any mod not updated by the mod dev, but unless the mod actually needs to be updated to functionally work with a new game version, that should allow you to bypass the game launcher giving you lip for outdated mods.

2
Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: August 07, 2024, 02:36:21 AM »
Did they ever make the Savior obtainable or is it still a "test" ship?

3
Mods / Re: [0.97a] Apex Design Collective v1.2.12
« on: August 06, 2024, 08:10:54 PM »
Awesome! Definitely in need of a neat flagship for my current run and the forward-swept wing cap boat looks like it'll do just nicely (especially that bounty one). 

4
Mods / Re: [0.97a] Apex Design Collective v1.2.12
« on: August 06, 2024, 12:17:27 AM »
"The faction and exploration stuff will automatically be added."
So does that mean ADC will, faction and all, fully populate in an existing save if added mid-run? Starting over to make sure the faction exists and all the mod has to offer would suck, but if I don't have to that would be amazing. I am using Nexrelin and Adjusted Sector, btw, if that matters. Non-random core worlds and default settings for Adjusted with the only change I made to it to have a square sector instead of a rectangular one (why the Sector is a box, I do not understand). Beyond that, just a few other faction mods.

5
So are the only starting backgrounds "unknown" and the heavily in debt one?

6
Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: July 15, 2024, 10:43:55 PM »
So assuming I have the 0.97a version of the game and download the LoA 1.9.12 from the OP, I just have to drop this aforementioned release version jar recompile in "jars" of the mod, overwrite, and the mod will work, or is there more I must do past that?

7
Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: August 24, 2023, 03:26:06 AM »
If i edited the hubships DP cost mid game would it cause any shenanigans?
Should be fine to do. Make sure you exit and restart the game to see the effects take, though, since all the ship data files get loaded in on the game's boot up sequence.

8
Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: August 24, 2023, 03:19:44 AM »
Does Better Left Buried
Faces a lone "Hyper" frigate
Shrugs, thinking the Lashers weren't that impressive either
Laughs when it recommends a small fleet or better
"Ha! I'll show you small fleet!"
Brings my modded AI fleet, led by a Ark Geneisys Lancer (9 AI ships that all hit well above the weight class above them, 4 dessies that feel like small caps, and 5 frigs that make other dessies cry)

Watches in absolute horror as this *** tanks better than a cap, freely vents without actually needing to vent, moves likes it's high on crystal meth, deletes fighters like it's in the code, phases better than my Lancer, and laughs at any amount of damage I've somehow managed to give it by recovering hull and armor faster than I can slurp down a beer.

Jesus Christ, Jason Borne! What the actual hell did you guys feed that thing? The souls of the damned?

9
Modding / Question about adding Remnant Ships
« on: August 14, 2023, 01:33:13 AM »
So I've been experimenting with making automated ships much like the remnant ships, though I'm hitting a wall with something. I've managed to make automated ships that behave just like them, needing no crew, can only be captained by AI Cores, and such, but I'm having trouble getting the actual remnant fleets to use them in their fleet comps. For context, I've taken the Eylamn, Nicke, and Taath ships from the Legacy of Arkgeneisis mod and added the "automated" tag as a builtInMods tag to their ship files, altered their hint and tags section of their lines in the ship_data file to resemble what all the other remnant ships have, but am unclear as to what else I would need to do for them to show up in remnant fleets. I figure there's probably some faction or fleet related files that dictate what each faction can use in their fleets, but I'm not sure where to look otherwise. Any ideas on what I'm missing or could try?

Edit: Figured it out. So what I did was located the file "default_ship_roles.json" in the LoA mod and add the ship variants to the list of ships same as all the other LoA ships listed there. I'm guessing the number next to them refers to odds of them appearing in fleets that can have them appear, btw. That seemed to work, as I booted up a save after adding the Eylamn and the other two to the lists and went straight for a remnant system. Two of the four fleets that started pursuing me had one or two of these ships in their fleet comp. Success! Hopefully, if anyone else had this question, these listed changes will help them too if they get to where I was.

10
Modding / Re: D-Mods Question
« on: July 07, 2023, 09:10:25 PM »
Already aware of Hull Restoration, just wondered if paying for the d-mod removal when docked could be made for one d-mod at a time. I know it's a weird question given a skill already achieves this at only the cost of a skill point. Not a big issue in any case, but thanks for the recommendations.

11
Modding / D-Mods Question
« on: July 04, 2023, 10:39:14 AM »
Pretty simple question: is there anyway to mod StarSector so that d-mods can be removed one at a time instead of having to pay for all of them?

12
Mods / Re: [0.95.1a] Adjusted Sector
« on: June 06, 2023, 05:28:45 PM »
Disabling hyperstorms does not seem to work, sadly. For now it seems everything else looks like it works (sector size/density settings and such), but that's so far based on first glance.

Glad to hear this will be getting an update. Does anyone have a settings.json file which is a good size but is that sweet spot before the fps begins to drop too much, or have any recommendations on how to improve fps when on the sector map. I have a pretty good rig and more RAM allocated to starsector but my fps drops to about 15 when in the sector map screen on the provided .json file

For me, 140000, maybe 150000 for h/w seems to be the edge of noticeable impact on performance. 150000 sees some stuttering if there's more than say your fleet on screen in hyper, 140000 seems to not care until it gets noticeably crowded and often stays butter smooth. I'll leave what I use below if you're interested. Assuming you're not one of those pro-gamer rich-kids that cannot seem to accept anything below 144 and you're more like me where 60 fps is still the standard, I'd start at 140000. And that's for both width and height range...is it just me or does it also seem odd that the vanilla Sector is a rectangle of all things.

   "sectorWidth":140000,
   "sectorHeight":140000,
   "AdjustedSectorConstellationCount":150,
   "AdjustedSectorConstellationSize":750,
   "AdjustedSectorConstellationCellSize":7,

   "sectorConstellationRemnantMin":40,
   "sectorConstellationRemnantMax":50,
   "sectorConstellationRemnantSkipProb":0,
   
   "sectorRemnantPresenceLow":0,
   "sectorRemnantPresenceMed":1,

   "sectorConstellationRuinsMin":20,
   "sectorConstellationRuinsMax":25,
   
   "sectorDerelictMotherships":5,
   "sectorDerelictCryosleepers":10,
   
   # this field controls the amount of Coronal Taps, default = 2
   "sectorCoronalTaps":12,

   # this fields control the amount of Gates outside of Core Worlds, default is 15 and 20
   "minNonCoreGatesInSectorMod":25,
   "maxNonCoreGatesInSectorMod":40,

   # this fields control the amount of XIV Legion-class ships you can encounter outside of the Core Worlds, default is 2, 3, 1, 2
   "XIV_LEGION_NON_SALVAGEBLE_MIN":0,
   "XIV_LEGION_NON_SALVAGEBLE_MAX":0,
   "XIV_LEGION_SALVAGEBLE_MIN":20,
   "XIV_LEGION_SALVAGEBLE_MAX":40,

   #Random number of arcs apply to map
   #Vanilla value 20
   "AdjustedSectorRndArcs":20,

   #Generate hyperstorms options.
   #"true" for generating hyperstorms for BIG map, "false" to generate default-sized hyperstorms.
   #Disclameer - might not work properly in "false" state if Nexerelin isn't updated (v0.10.5 or older) but enabled
   "AdjustedSectorHS":false,

Edit: Edited because I realized I was using an out-od-date version of AS. I now also know why hyperstorms are not being disabled, which upsets me a fair bit since I've found that storms are not that amusing to deal with and do more to frustrate the player than offer a meaningful mechanic. Hopefully one day they will be something that can be turned off again rather than simply be made either just as much a problem or less so. Supposedly traveling at slower speeds eliminates the constant bouncing and damage of fleets, but that's never worked for me...even cutting speed down below half I still get bounced around like a pinball machine's *** and half my fleet still winds up badly messed up by the time I get anywhere. That's not fun, Fractal, that's blood pressure inducing.

I'm currently using this setup and it seems fine in terms of performance given my aging machine. For reference, I run on an old ass i7 (a 6700, yes that old) with 16Gig RAM, a 1660Ti 8Gig VRAM, and the install is on a mechanical. So unless your rig is barely able to run StarSector vanilla, this should be fine as well. I also have the shaders turned off with GraphicsLib to help since the effects it adds are neat, but costly.

13
Modding / Questions about AI Cored Ships
« on: April 21, 2023, 02:15:24 PM »
So, I'm back playing this game since almost two years ago and been loving it so far (big thanks to Fractal Softworks and the modding community for making this space-born Kenshi). Anyways, I had the idea of starting new campaign as an AI-worshiping group centered around some modded ships, namely the Cassowary from Seeker - Unidentified Contact and the Eylamn, Nicke, and Taath from the Legacy of Arkgneisis mods (because the Cass' just looks like those LoA ships so they seem fitting). The idea is that the Cass' will be a mothership piloted and crewed by humans repatriated as AI infused humans, similar to the Borg, while the rest of the fleet will be completely AI controlled much in the same sense as Remnants. They intend to outlive humans, even fight them if needed, then inherit the Sector once they are all gone. My personal rules are that I can never use human pilots or crew, save for the Cass', as all the other ships will be those named LoA ships will be entirely AI Core controlled. Human crew on the Cass' will be, at least lore-wise, Repatriated humans to act as servitors.

Now comes the two problems that are preventing me from making my AI run a reality...how do you take a non-Remnant vessel and make it in effect unmanned and capable of being AI Cored like the Remnant ships? Also, is it possible to start with said altered ships without causing Starsector to implode with errors or crashes? My main concern with the later question is that I would basically be starting off without the skill that allows for the capture, use, and core installing of actual Remnant ships, so would Starsector have issues with adding AI ships to start settings? As for the former, what files need editing and what edits are needed to make say the Eylamn an AI ship that will be able to accept an AI Core, even if only later after unlocking the previously mentioned skill? While the Cass', for simplicity's sake, be left as is so that leaves the Eylamn, the Nicke, and Taath ships being central to this issue.

Finally, I'm already aware of at least on mod that kind of does this through the use of hull mods, but I'm hoping for a simpler approach towards converting manned ships into AI Core ships, but I'm open to any suggestions nonetheless.

Edit: So after doing some experimental tests, I may have found the solution. As it turns out, I seem to have been correct in assuming that initially possessing (in this case starting out with) AI ships render them unusable as expected until the needed skill is unlocked to use them...meaning you need a minimum of level 5. Thankfully, neither the game nor my system opened a rift to the Warp and catch fire, so my testing at least didn't cause any problems so far. Meanwhile, I found that simply editing the respective ships' files, loalt_taath_r.ship for instance, and adding the line "builtInMods": ["automated"], seems to do the job of making the ship work in the same manner as the Remnant ships. I haven't yet tested if an AI core can be installed on such a ship, but everything else in the game seems to treat it as an AI ship. And, the game seems to run just fine without issue, so it might have been an easier process than I thought. I'll be gone for most of the day today. Turns out, sun and outside and real social interaction...actually good. Plus, I'll be at an airshow...I like planes, so...anyways, when I get a chance I'll report back with any problems of changes in process needed should anyone else have had the same questions I had about modding ships to be AI controlled.

14
Mods / Re: [0.95a] Adjusted Sector
« on: August 03, 2021, 07:49:52 PM »
What does AdjustedSectorRndArcs control?

15
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: July 26, 2021, 05:36:24 PM »
If I'm not mistaken, the variant that is shot to *** (the one missing most of it's right side armaments) does not have a phase drive. The restored ones do.

Btw, can I just say how freakin' dope the Savior is?

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