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Messages - KMS

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1
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: December 05, 2022, 03:13:00 AM »
Hey there, I noticed a super duper tiny issue that I feel I must mention. The 'Manta' ship doesn't have a designation, so the game describes it as a 'Manta designation' rather than a 'Manta Light Frigate' or something.

Aside from that, I love this mod. Thanks for bringing all these companies into the sector for real.

2
Go to KA's bitbucket (it's part of the DL link in the OP) and there's an official 0.95a-RC15-updated version of this and some of his other mods there!

Thank you good samaritan!

3

Yes. And it isn't just an update at the end of the main quest- colony flags will update dynamically when they are no longer story-relevant.


This is very good news, thank you. This mod keeps on impressing me.

4
Mods / Re: [0.95a] Tahlan Shipworks 0.7.2 - Hammerheaderer
« on: August 01, 2021, 08:10:27 PM »
I want to try moving the Legio system far away from the core worlds, but for the life of me I can't find the file to change its location. Vanilla Starsector has the 'starmap.json' file, but Tahlan doesn't seem to have one. How does Tahlan tell the game where its systems should go?

Edit: Ok, I found the java file that governs system location, but editing the xy values did nothing. How does this work?

Edit 2: I did it by editing the save. If anyone else wants to try, you can move systems in an existing save by editing the campaign.xml file. Make sure to move both stars in the Rubicon system, or weird things will happen!

5
I'm not sure if I just missed it, but I haven't found a clear answer to this:

I know that, by default, colonies involved in story missions cannot be invaded by the Nexerelin AI. Once you complete the story quest, do the relevant colonies become available for AI invasions?

6
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
« on: May 17, 2021, 12:11:16 PM »
Shading before/after:
Spoiler
[close]

Damn, I really like the look of this. Nicely done. I'd be down for a skinpack too.

7
Mods / Re: [0.95a] Console Commands v2021.04.10
« on: April 30, 2021, 08:49:17 AM »
Literally getting this just so I can delete enemy Doom's since they are far more OP that my own dooms to the point its unfair  :D

You cheated not only the game, but yourself. You didn't grow. You didn't improve. You took a shortcut and gained nothing. You experienced a hollow victory. Nothing was risked and nothing was gained. It's sad that you don't know the difference.

8
Mods / Re: [0.9.1a] LowTech Armada
« on: April 28, 2021, 10:31:18 AM »
Upcyclers' Sect as an optional sub-faction

I am really excited for these guys, they sound cool.

9
Is there a way to increase the frequency of Remnant raids? I like the gameplay idea of trying to survive the 'Remnantpocalypse' as their repeated raids slowly decivilize the sector.

10
Mods / Re: [0.9.1a] Anvil Industries(V:1.3.5) another tournament update
« on: November 05, 2020, 02:45:27 AM »
Ok, fingers crossed. Thanks for the help!

11
Mods / Re: [0.9.1a] Anvil Industries(V:1.3.5) another tournament update
« on: November 05, 2020, 02:14:36 AM »
Alright. I'm not super familiar with Nexerelin, so is there a chance they'll build a heavy industry at some point on their own?

12
Mods / Re: [0.9.1a] Anvil Industries(V:1.3.5) another tournament update
« on: November 05, 2020, 01:56:09 AM »
Ah I see, I'm using randomly-generated core worlds, is that the problem?

13
Mods / Re: [0.9.1a] Anvil Industries(V:1.3.5) another tournament update
« on: November 04, 2020, 05:35:43 PM »
Hi gang,

I've been playing a Nexerelin run as Anvil Industries. I've noticed that none of Anvil's fleets contain Anvil ship designs. Anvil ships are available to purchase in the markets of other factions, but our markets only have low-tech ships. Is this normal? I know that factions will use low-tech ships with D-mods if they're in a bad economic situation, but I'm surprised that not a single Anvil ship has shown up in Anvil territory so far.

14
It's either Z, X, C, or V i forget, then check market option.

Ah, there it is, it's on Z. Thanks for such a quick reply!

15
Hi gang,

When I did my first Nexerelin playthrough, I remember finding some section of the UI that told me how many markets each faction had. Now that I'm playing the game again, I've been looking for a long time, and I cannot find this information anymore. I can only check how many markets a faction has if they're in an alliance. I've looked in intel, inside the colony, diplomatic profile, and trade menus, but I cannot find any sign of it. I feel like I'm going insane. Did this feature ever exist, and if so, where is it?

Brilliant mod by the way, I love how configurable it is.

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