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

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Messages - Pandora

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1
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« on: March 07, 2020, 11:23:31 AM »
Yeah, I once tried to only get the ships from a mod I liked but it is imposible since the java values won't match up then. You can only do it if you have knowledge of coding. If so good luck.

2
What you could do is try and study the shuttle that carries the player from one ship to the other while in combat.That could probably give a few answers...
But it still wouldn't solve the problem with controlling it, huh...

3
Hmmm, from looking at other posts, what I think happened is that it tried to create a belt using invalid coordinates...

If that's the case I can't really help you there... But what you could do is try to find YOUR coordinates and add a belt over you to see if it works.

4
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« on: March 01, 2020, 09:29:29 PM »
They are good cash cows though! Just gotta be able to down those cows first...

Also, did something get updated? I could swear I already downloaded this update... Were there any hotfixes perhaps?

5
RunCode Global.getSector().getStarSystem("System_Name").addAsteroidBelt("star_name", 150, 3600, 170, 200, 250, Terrain.ASTEROID_BELT, "Belt Name")

The first Asteroid was written as astroid. That would break the code. Try it now!

Also, make sure to change the "Name" to what the the system, star and asteroid belt are named. The first two are there and the third just make one up.

6
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: February 28, 2020, 02:47:47 PM »
Gonna test it out then, that would be fun little bit of information!

7
Mods / Re: [0.9.1a] Missing ships mod
« on: February 28, 2020, 12:48:12 PM »
From what I'm seeing it would be better if he made a variant ship, and make that one modular. So you could end up with the original one or the modular variant ship! The best part is, this way everyone gets what they want. An op and fun fighter supreme or a fighter supreme little toy that breaks if you shoot a vulcan too hard.

Everyone is happy then!

8
Mods / Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: February 28, 2020, 07:52:52 AM »
I think you can probably delete them... Just gotta know the commands I guess. I never needed to erase them but I think that making them decived will deal with those pesky stations.

9
Mods / Re: [0.9a] Foundation Of Borken v0.2.4-RC3 (2019-1-19)
« on: February 28, 2020, 07:51:15 AM »
Guys and Gals, Is this mod still getting updated? Cause if it is I'll just wait until most/all these bugs I keep seeing are fixed before downloading... If not, oh well I liked the ship designs, but not enough to bork my save over it!

10
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: February 28, 2020, 07:40:58 AM »
OH! If I were to use new game plus with a new campaign. Would these ships appear on the new start? Or would using Newgame Plus conflict with it?

11
Mods / Re: [0.9.1a] Better Colonies 1.4
« on: February 28, 2020, 07:37:23 AM »
I'm running all Varya's mods, but I've built no colonies. Will it be a problem if I were to add this mod to my campaign, or should I not do it?

12
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: February 28, 2020, 07:09:49 AM »
I feel kind dumb about asking this, but if I add this to an already running campaign, I can't get any of the ships or anything here?

And by that I mean, can I find any blue prints or even produce the ships if I were to put this in a running campaign?

13
General Discussion / Re: Ai core as governor questions
« on: February 28, 2020, 07:03:37 AM »
It's a good idea, but be prepared for lots of "Inspections" and raids. No one can be TOO prosperous while in the doomed sector after all!

14
General Discussion / Re: Ai core as governor questions
« on: February 28, 2020, 06:59:28 AM »
Ai cores raise profits for colonies they govern.
You can have as many as you want, since they aren't limited by the Administrator perk.
They only really rebel if you try to take them off and that only happens with Alpha AI cores.
They can help diminish wants for drugs and even more immediate needs like supplies or organics by how high leveled they are.

They DO cause factions to inspect your colonies if they have them.
You CANNOT remove alpha AI. No matter where you put it, you can no longer remove them.

Overall they are just good business, IF you can bribe/fight against the people that look into your colonies.
Basically what you should do is give to other factions on their comms in exchange for money and rep, and then later on, you start a colony with that money you got from previous AI dealings!

15
Sorry, I meant to say the .java files. Just open them up with a notepad++ or equivalent and find the name of the module you want to change.

They should be right next to the folder with the csv files, so I got turned around.

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