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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 - ciago92

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1
Mods / Re: [0.9.1a] Console Commands v3.0 (latest build 2020-08-28)
« on: November 01, 2020, 03:20:57 PM »
Could you maybe add a command or set of commands that allows the player to add or remove planetary modifiers? so as to create 0% hazards ultra rich resources on a planet before/after colonization.

already exists, interact with the planet then use addcondition or removecondition. Use list conditions to see everything available. Having said that, I don't think you can get to 0% hazard, I think 50% is the lowest I've seen

2
-The ability to look for a planet of a specific survey level or type? Could be useful for testing things
-The ability to spawn admins

I'll look into these, thanks for the suggestions!

Hey, I've been searching around and this was all the search function gave me when I looked for Survey. Is there any sort of documentation around what parameters can be passed to Survey except the name of a system or "All"? Did you ever make any progress on those ideas? I'd love to have something where you can basically RemoteSurvey All so you can find systems with good planet combinations but still have some exporation around if they're worth it/other systems out there are easier to track if you've been there or not.

Thanks for all the tools you provide to modders and players alike!!

3
Blog Posts / Re: Painting The Stars
« on: February 09, 2020, 09:13:47 AM »
I just want to voice some extra appreciation for that last image, as I got literal chills. The tiny ship in amongst the structure really gave it a sense of holy crap this thing is unimaginably huge and powerful

4
Blog Posts / Re: Raiding for Fun and Profit
« on: November 27, 2019, 06:45:25 PM »
Maybe I overlooked this, but how do marine losses impact the pooled experience? is it just percent survived * pooled experience?

5
Backed the kickstarter and played the original Star Traders. Trese Brothers rock!

Anyways, this isn't just a mobile game. They have an (I believe identical) steam release as well, though no cross platform saving yet. Highly recommend picking it up no matter where you play!

edit, kept reading after the first line: Ah, you are aware of the steam release. Very good lol. Not sure you got this from a bundle though, the kickstarter was like a year and a half ago five years ago next month (HOLY $#!7 did not realize it was that long ago) and the overall release was this year.

6
While I love this mod and would love to see it ported, a 7 month old necro is probably a good indication that there's no work being done right now

7
Discussions / Re: Gaming's Worst Mechanic
« on: July 02, 2019, 09:07:59 AM »
Minigames are bad. But often optional and ignorable.
Minigames that are gates to actual content are awful.

'Warscore' is one of my (incredibly sujective) pet hates. And the reason I bounced off Stellaris (and every other paradox mapgame) hard.
If I'm playing an empire game and end up in a war, the rules are as follows:
  • Take what I can
  • Give nothing back
Being forced to specify what you want to take beforehand, and then give back the rest is utterly baffling to me in a game.
It's one of those fun > "realism" things.
THIS^ You keep what you kill! This, war weariness and forced peace treaties is why I just can't get into Stellaris. I came to fight space battles, blow s*** up and take over the universe! Not sit on my paws and kiss political a**

It makes sense in settings where there is an overarching legal framework within which all rulers operate; i.e. 'rules of war'.
The 'game' then becomes focused on the politics & intrigue behind acquiring the necessary claims & CBs to enact the wars you desire.

That's why ck2 is such a great game, and one of the reasons why Stellaris is such a dismal failure.
It's also why everyone will eventually outgrow Civ & Total War games.

If only Stellaris had been set in the Dune universe.....

Two points I'd like to address here. One, when did Stellaris become a dismal failure? It's still growing and thriving as far as I"m aware.
Two, you can make empires that ignore standard diplomacy and instead just go "yes I'd like to take everything you've ever owned, kthxbye". I get that it's not perfect to your vision, but I feel like it's a reasonable substitute at least.

8
Can't wait!! Thanks for all your hard work on this mod!

9
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 30, 2019, 09:22:00 AM »
I haven't seen this mentioned anywhere...is it intended that you can't upgrade Fleet HQ while at max industries? I was able to upgrade my Heavy Industry though. Didn't see anything explaining what was going on

10
Running into the following crash after a second or two at the main menu. Doesn't happen in vanilla, no other mods installed. Let me know if I can do anything to help reproduce/test fixes

Spoiler
30455 [Thread-10] INFO  sound.H  - Playing music with id [MainTheme01.ogg]
35912 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.Object.int.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Thanks for the report, I will investigate. It may be an issue with dropbox not uploading all the files if I had connectivity issues while performing the bulk upload, or I may have missed something. I'll pull down the latest version and run some tests later tonight to try and reproduce it.

Anyone else having this issue? Sorry if I did not realize this was happening commonly with the latest update.

I'll redownload the file and test it, but I am on windows yes

11
Running into the following crash after a second or two at the main menu. Doesn't happen in vanilla, no other mods installed. Let me know if I can do anything to help reproduce/test fixes

Spoiler
30455 [Thread-10] INFO  sound.H  - Playing music with id [MainTheme01.ogg]
35912 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.Object.int.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

12
General Discussion / Re: Fortune favours the bold?
« on: November 27, 2018, 03:48:03 AM »
I just wanted to see something with heavy flak come along and wipe every fighter from the map there lol

13
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 23, 2018, 09:07:49 PM »
P.S.  Found sleeper ship by chance, but the system it was in had no planet worth colonizing.  Sole planet had hazard with 250%, much too high, despite ultrarich ores.  Guess all of those people will sleep even longer.
Yeah, I've found 2 so far.  Both were in a system where there was a single Barren planet with absolutely nothing useful in them.  A bit disappointing.

It'd be great if there was some large project (200 heavy machinery, 1000 crew, 500 supplies, etc) to move the sleeper ship to a system of your choosing/add it to your fleet until you stop at a colony to park it over

14
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 20, 2018, 11:21:08 AM »
Good decision to not wait until .1 to fix these issues!

So far I had a lot of fun with the update, although I find it rather hard to get used to the increased scope of things. Some of the finer points like deployment costs and battle strength of individual ships seem to have lost much of their import, with all the mega scale fleet fighting going on all the time. I have to collect my thoughts on that some more before I can draw any conclusions, though.

Oh, one thing: It's not strictly a bug, but you should probably not have the same bar encounters on your own colonies as you have on foreign planets. I just had to sneak a bunch of marines from my own planet, to avoid the "local authorities". I guess that meant dodging mirrors on my way out?


That's at least partially addressed, as I know when I went to the bar I found a procurement/transport mission that started with "Oh! It's you!" or something to that effect, that they recognized who they were talking to.



also, I have to give props to Megas' "spam salvage debris field until nothing is left" strategy: just found a paragon blueprint on my 4th(!) salvage run of what had been a research station

15
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 19, 2018, 11:45:45 AM »
Minor bug: when talking to a potential new officer, the amount of credits you have on hand isn't updated if you just completed a mission. I dropped off some fuel, got 35k credits, went to hire an officer, and it said I only had 1100. Accept wasn't greyed out so I hit it anyways and it worked fine, just caught me off guard for a second until I remembered I had completed the mission.

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