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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - deaxsa

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1
Mods / Re: [0.9.1a] Commissioned Crews 1.9
« on: June 27, 2020, 10:31:19 AM »
Is there a way to make all AI faction ships receive their own bonus? So, pathers are even faster, hegemon is tankier, etc?

2
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
« on: June 23, 2020, 07:48:43 AM »
I'm not finding the ability to create arid planets. Desert is available, but not arid.

I'm unable to replicate this on my system. Did you update to the latest version of the mod?

I hadn't, my own fault for not reading the changelog. Thanks. And thanks for the mod, it rocks!

3
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
« on: June 23, 2020, 07:40:03 AM »
I'm not finding the ability to create arid planets. Desert is available, but not arid.

4
Mods / Re: [0.9.1a] Transfer All Items v1.1 (2020/01/10)
« on: March 08, 2020, 12:39:16 PM »
STRANGE,  it does not work for me. when i press UP arrow or DOWN arrow the mouse just get crazy and it doesnt transfer anything. if i pres it several times well, sometimes it pick some items but.. its just dont working or im doing something wrong

I have this as well. However, I have also found that if I press up/down while in the vast void of space while trying to dump cargo, I CTD.

5
Do you know of any UI workarounds for the 12 display limit? I know I can queue everything I want up when I have 1 slot remaining, but that requires not changing them afterwards without undoing a lot of progress. Is there a way to add a scroll bar to the colony management screen? Or even just a single row more.

6
Two Questions:

1. Is it intended that remnant fleets give less loot than normal due to their deflated fleet point costs? IE radiant/guardian has only 40 recovery cost, so it'll automatically give less loot than normal with this mod.

2. What is being calculated exactly for the difficulty comparison? I have some ships from the underworld mod, cabal faction, which have increased recovery cost, but the amount of fleet points that are used to launch them are not increased. EG If I fight with only the Star Harbinger, my bar says 20/300, but it costs me 30 supplies to do a full recovery of CR.

7
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14c
« on: February 23, 2020, 12:06:46 PM »
How do I decrease the max fleet size of LI siege events by about 70%? When every third core system is gated by 4 fleets with 8 or 12 battleships and their entourage... it's too much. Also, muh immersion - how the *** are they paying for so much???. Also, the settings file you created only affects on/off (and no clue if it works in ongoing games). If you could tone it down, or allow us to tone it down ourselves, either by lowering the max number of ongoing sieges to like, 3, (so it's still a really big deal, but not common), or making it much less threatening so that merchant runs are not literally life or death from Culann to Jangala: anything other than endgame fleets simply can't compete. I like the idea but the execution is flawed. Or even let extortion/bribery be a thing: parasites cannot kill their host or they die themselves.

The values for Legio sieges are still something I'm tuning. I lowered the number and size of fleets in the last patch already. Will adjust further based on collected feedback.

I might add some more customization to the config file down the line, too, but for now it's still very basic.

Now, keep in mind that I have increased max fleet size to 50 so if you're playing on vanilla sizes it may be different. But yeah, there's usually at least three of these:

Spoiler
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edit:

Spoiler
[close]

8
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14c
« on: February 22, 2020, 12:00:44 PM »
How do I decrease the max fleet size of LI siege events by about 70%? When every third core system is gated by 4 fleets with 8 or 12 battleships and their entourage... it's too much. Also, muh immersion - how the *** are they paying for so much???. Also, the settings file you created only affects on/off (and no clue if it works in ongoing games). If you could tone it down, or allow us to tone it down ourselves, either by lowering the max number of ongoing sieges to like, 3, (so it's still a really big deal, but not common), or making it much less threatening so that merchant runs are not literally life or death from Culann to Jangala: anything other than endgame fleets simply can't compete. I like the idea but the execution is flawed. Or even let extortion/bribery be a thing: parasites cannot kill their host or they die themselves.

9
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14c
« on: February 20, 2020, 10:03:58 AM »
There's usually a couple of hotfixes after a major update to address bugs and issues that crop up. I'm only one person so I usually won't find every bug or error from my own testing compared to 1k+ people playing with the mod.

I hadn't realized there was a recent major update, I was just shopping around for mods at that time. For one person, you're doing an awesome job! Loving the Great Houses stuff, it's so cool. I think the Ristreza is my favorite thing - I remember seeing a variant of it early in my game when I couldn't afford it. Hope I can find it!

10
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14c
« on: February 20, 2020, 09:48:09 AM »
I'm having an issue where the nibelung weapons will never repair. The engines will, but the weapons never will. I'd post an image if it weren't such a simple symptom. Can anyone else repeat this issue?

edit: to clarify, I'm having this with all the variants: bounty, normal, and paintjob

I was also having this problem with Metafalica ship, are you using the latest version?

I am using 3.14a, or so says the little notepad document in the mod. I'll try updating and see what happens - though I downloaded this mod fresh only about a week ago? Have there really been two new versions since then? crazy.

11
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14c
« on: February 20, 2020, 07:41:33 AM »
I'm having an issue where the nibelung weapons will never repair. The engines will, but the weapons never will. I'd post an image if it weren't such a simple symptom. Can anyone else repeat this issue?

edit: to clarify, I'm having this with all the variants: bounty, normal, and paintjob

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