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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Luckspeare

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1
Mods / Re: [0.97a] Junk Yard Dogs - V 2.9.3 - 03/10/24
« on: March 21, 2024, 11:31:55 AM »
Peppy's monofilament tow cable hullmod's mouseover dialog showing incorrectly for me.

Have a ton of mods so it might be my build, but reporting in case it's not.


2
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.0
« on: March 09, 2024, 05:23:40 PM »
Thank you!

3
Mods / Re: [0.97a] Stardust Ventures ship pack v0.8.3
« on: March 07, 2024, 07:13:16 PM »
Minor issue.  Gamma Racer fighters show up as "Gamma Racer Gamma Racer".  Guessing that's not intentional.  If so, never mind me.

4
Mods / Re: [0.96] Vanidad y Affliction Operation 1.2.2 (Nice look!)
« on: March 06, 2024, 06:51:10 PM »
Naked variable showing its dangly bits.

EDIT: also type "a a" in quest introduction text with Archaeoengineer stuff.

5
Mods / Re: [0.97a-RC11] Marvelous Personas - v1.1.1
« on: February 25, 2024, 02:05:18 AM »
Absolutely amazing work.

6
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 26, 2021, 09:18:00 PM »
General feedback on new release:

omg omg omg!!!

That is all.

7
Love your work in this mod!

8
Important question about the mod, technically speaking.

Why is there no "Read more China Mieville" tip.

9
Some feedback on the ghost ships.  I just ran across an Expedition battlecruiser from the Missing Ships mod (the one with 6,000 max crew and 2,000 required), and it requires 2,000 marines be stationed on board the ship.  Last ghost ship I found was 200/200, so I guess it's one marine for every skeleton crew required?  Not sure what the formula is, but it does seem a little excessive.  My own thought would be maybe 10% or so would make sense.

Whatever the case, awesome mod and thank you for making it.

10
Thanks for the reply.  Using a ton of mods (mostly content-adding, libraries, Nexerelin, Vayra's Sector, etc.) but no AI-affecting ones that I know of.  I'll try to get a video and post the list of active mods with it when I get a chance.

11
I'm frequently seeing my frigates well out of range of enemy guns, being chased by missiles that they could easily shield against, just not raising their shields, and slowly being wiped out as these missiles come in one by one.  They just don't do it, even when their armor is stripped and hull is down to 50% or below, not against these missiles, no matter how much I yell at them.

In a related problem behavior, they'll drop shield and vent the slight amount of flux it's accumulated a second before a dangerous missile hits, reducing it from undamaged to 30% or more hull damaged.  Even if I yell at them right before and call them inappropriate names.

It doesn't seem to happen so much with omni shield ships as it does with front-shield ships.  For example, I'm constantly getting my Diable-mod-provided Versant killed by trivial missiles -- front shield with 270deg coverage, constantly getting killed by side- and front-overlap hits.  Even when it clearly had time to raise the shield front-to-back well before the missile hit.  Even if I pound my chair's armrests and yell in a sort of undignified, despairing, whiny way, "noooooooooo".

It doesn't seem to always happen.  Sometimes they're very savvy with their shields, and sometimes -- with no enemy ships in gun range, no pressure -- they just don't bother.

Hope this'll be addressed some time.  I did see some posts in the past about it, but none recent (unless I searched wrong, in which case apologies), but thought I'd raise it in this context.

12
Mods / Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
« on: April 04, 2020, 07:15:56 PM »
Hi, new guy here.  Just wanting to save, love that Javanicus, tasty.  Great mod!

13
Yeah, using randomized core worlds.  In this case it's Tiandong's Chird Bogatanna, with the main starbase Shanghai in orbit.

Is it just a risky idea to change the orbit, or a really-bad-just-don't-do-it idea?


[attachment deleted by admin]

14
Generated a new game using Adjusted Sector, Nexerelin, and a whole bunch of other mods, and everything is working fine, but sometimes a core world is generated too close to a star, making a problem for that faction.  (Right now, one is practically in the corona of a red giant.)  What variable in the campaign.xml file can I adjust to move that planet outward to a sensible location?

Thanks in advance.

15
Mods / Re: [0.9.1a] Interesting Portraits Pack || 375!! || (v1.2)
« on: March 01, 2020, 06:17:27 PM »
Never mind on the RAR file not opening -- my installed version of WinRAR was apparently too old to open it.

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