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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - DecoyGrenadeOut

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Mods / Re: [0.95.1a] Better Deserved S-Mods 1.5
« on: May 25, 2022, 11:18:59 AM »

I use this mod with quality captain, this ship has rigged construction, but there is also a skill that reduces D-mod penalty by 50%, so in this case do I get the original penalty/2, modified penalty/2 or the full modified penalty?

Mods / Re: [0.95.1a] Mayasuran Navy 8.3.6
« on: January 14, 2022, 09:04:04 PM »
Is there any way I can get the Nebulosa (M) with the big railgun back?

Mods / Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
« on: January 14, 2022, 01:58:01 AM »
I don't understand the effect of Positron Lance, so when I hit the target, they take 'more damage from types matching this weapon', does that mean they take more damage from energy damage?

Mods / Re: [0.95.1a] Better Deserved S-Mods 1.3
« on: December 14, 2021, 01:31:35 AM »
I tried the mod out and found out that Militarized Subsystem doubles ship supply consumption, is this intended?

Mods / Re: [0.95a] Osiris Alliance v2.6
« on: December 10, 2021, 12:01:19 PM »
I am hopelessly addicted to vanilla aesthetics, is there any way I can get Power Jinx R&D ships seperately?

This looks REALLY cool! I can't wait to see what other modders are going to do with it!

Speaking of GUI modifications, is there any way to modify the weapon GUI so that it notifies you when all weapons in a given weapon group is able to fire (an OK/READY right beside the weapon group in combat HUD)? Because I have quite some trouble timing cooldowns for weapon with high delays like AM Blaster.

Hello, I got another error trying to load a save, seperate from the last one - I started a new save since the last error. This save was made just before I activated the rift structure to see what it does.
I've included the error message into a text file because it's too long to be posted in this reply.

I also got a bug where when I put ships with 1 d-mod into the Repair Dock at Nova Maxios, at the end of the month, I get billed but my ship remains at 1 d-mod, just changed, e.g. Erractic Fuel Injector to Increased Maintenance, Structural Damage to Damage Weapons Mounts and so on, I haven't tested on other dockyards because I don't want to get scammed again.

Hello, I got this error trying to load my save. Attached in the text file because it's too long to be posted in this comment. I'm using 2.2.f and I've tried reinstalling the mod multiple times.

Mods / Re: [0.95a] Starpocalypse 1.2.0 - fortresses and regulations
« on: June 04, 2021, 03:38:54 PM »
Is this compatible with Rusty Cabbage's Second Wave Options mod?

Mods / Re: Midline Expansion (RC1) [0.95a]
« on: June 04, 2021, 12:21:56 PM »
Like the Dart, it focuses more on survival than offense, making it best used alongside other ships. It has two small composite turrets to the stern, two medium ballistics turrets in its midsection, and two medium missile turrets to its aft.

You probably wanted to say that the Dart has two small composite turret at the bow and two medium missle turret to its stern. The aft of a vessel is near the stern, or the rearmost portion of the vessel, while the bow is the foremost.

Cool mod, gonna check it out.

Mods / Re: [0.95a] prv Starworks v20 (2021-05-01)
« on: May 02, 2021, 06:34:44 AM »
So when I destroy a Valljud-class battlecarrier it spawns a swarm carrier with the ship's wings, but the battlecarrier corpse keeps on spawning more and more of the thing, even more so if it breaks into pieces as each pieces spawn swarms independently. I counted 18 of those things before my fleet got wiped. Is this intentional behaviour?

Pic, 1 Valljud destroyed in simulation.

Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: March 26, 2021, 08:13:00 AM »
So with the new patch coming will there be any better way to manage player-faction fleets, loadouts and blueprints?
I have a number of ships I want my fleet to use and set to prioritize, however there always seem to be a fleet here and there running with ship that I don't want in like LC, LP or pirate ship.
So unless I just flat out don't learn the BP ever or set up the faction doctrine in a way that excludes the usage of the ships I don't want to see I always get a few straggler fleets here and there with gremlins or something in them.

Hello, I really enjoy your mods! It makes colony gameplay that much more engaging rather than being some cash pinata.

I'm just wondering if you could retrain (respec) your officers in the academy, maybe just once is fine, because I got some pretty inconsistent promotion skill choice leading to unoptimal build I want for the role of that officer and it would be great if I can redo it another way than just dismissing the person and find another one. Thank you!

Modding / Re: Alpha, Beta, Sigma Subsystem
« on: July 09, 2020, 05:36:42 AM »
That could be HullMod Expansion Pack

Could be wrong...

And if I right, it would be quite hard to get information of this mod...

You are correct^

They should have descriptions with what other mods they enhance in their tooltips.

Wondering if you could upload that mod for me anywhere since I cannot find it anywhere and it was pretty fun to use if a tiny bit unbalanced with certain modded ships. Remember not to post the link on the forums if you do, just send me a link in my inbox. For personal use, permission isn't needed.

Hullmod Expansion 4.5a

This is my copy of Hullmod Expansion 4.5a, the last version of the mod I saw on the forum before it disappeared, it does not include any ship or content other than hullmods. Credit to the original author / Phoenix, I will remove this if requested to.

Is it possible to make a mod that essentially notifies you when a given weapon group is able to all fire in game and/or display the ammo count of weapon in the group? I have quite some trouble timing weapons with long cool down (AM blaster) and strike weapon like AP lasers and it would be great if it's possible to have something like that in the game.

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