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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - ciago92

Pages: [1] 2 3 ... 39
1
I'd like to be able to design the system I spawn in when I start a new game, and I'm hoping to be able to have it change based on selections made in the new game menus*. Are there any mods out there that do anything in the same ballpark (and hopefully would also be okay with me using their code as a template)?


*Basically like Nexerline in design (sliders for numbers, and various options set through use of the menus) except with options like number of randomly generated planets, number of volcanic planets, number of terran planets, etc. Maybe even something like the own faction planet modifier Nex has, though hopefully in the menus before setup as well.

2
Discussions / What happened to Uomoz?
« on: March 16, 2023, 09:12:43 AM »
I was going through the mods forum today and something made me think back to the older versions and some of my favorite mods even when it was a single system. I was reminded of Uomoz, and checking their profile says they haven't been online since October 2020. Anyone know what happened? Was it just boredom of the game or brief real life issues, nothing catastrophic hopefully? Regardless, hope they're doing well now, wherever they are.

3
No idea if anyone has suggested this yet, but could we get a couple more options for faction relationships at the beginning? Like all factions hate us, or all factions hate all other factions kind of thing.

4
Is it at all possible to influence/define/modify the planet generation at the start of an Own Faction Start before the Picker appears? I'm tired of getting Acid planets and 250% risk planets lol. I'm fine modifying a config file or something if that's an option

Sorry if this has been addressed and I missed it, I gave up after searching back through February lol

5
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

6
-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!!

7
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

8
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?

9
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.

10
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

11
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.

12
Can't wait!! Thanks for all your hard work on this mod!

13
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

14
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

15
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]

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