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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 - CyberSultanVader

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Hello it seems like some of the mod options have changed. How do I make it so that my ships dont pick up any negative traits at all? Should I set all these following stuff to 0?

"maxInitialNegativeTraits":2
"minInitialNegativeTraits":1
"minNegativeTraits":1

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Modding / Re: [0.95a] Another random SWP
« on: June 15, 2022, 07:45:41 AM »
Hello friend, I would like to say that I really like the new update. I have been playing the mod since it first came out and really like the direction it has taken. I am a big fan of the new content and the guns, missiles and ships are really on point both in functionality and in the looks, great job! It seems like just the right balance and doesnt really overlap with any other mod content which is fantastic. The best part is there is something in the mod for any kind of fleet build or playthrough and when I cant find better guns I always like creating my builds around your general purpose missiles and guns or ships (did I mention they look absolutely great?). I am having a lot of fun exploring the new content and love the descriptions that you have writtien too, hope to see more!

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Modding / Re: [0.9.1a] Advanced Hullmods
« on: May 13, 2022, 05:05:32 AM »
Hey guys I have this mod which simply doesnt show up in game even after I use allhullmods console command (its activated and everything)...anybody know what the issue could be? I tried with the latest updated version some other guy provided in the comments and also the old original version but it just doesnt show up in game! Can anyone please help with this, i really love the concept of this mod!
Check your enabled mods again, it might not be activated because the version of the game in the mod is 0.9.1a. Don't know the current cut off point for game version in mods. But you can just update the mod_info.json and change the gameversion to the latest one.
lol "some other guy" just bumped the game version in the mod up :) Please try again. As for the console command I don't know. You can primarily find these hullmods as loot in abandoned stations.

Hello, well in previous versions of the game the hullmods would show up after using the allhullmods console command but now it just wont show up! And yes I have it activated in the game.

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Modding / Re: [0.9.1a] Advanced Hullmods
« on: May 06, 2022, 06:42:38 AM »
Hey guys I have this mod which simply doesnt show up in game even after I use allhullmods console command (its activated and everything)...anybody know what the issue could be? I tried with the latest updated version some other guy provided in the comments and also the old original version but it just doesnt show up in game! Can anyone please help with this, i really love the concept of this mod!

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Mods / Re: [0.95a-RC15] Hullmod Barratry 1.3d
« on: October 08, 2021, 09:20:39 AM »
Hello is this the mod that adds the Drivefield Stabilizer EX? That hullmod increases the maximum burn of the fleet by 20. Just wondering which mod adds that.

6
Modding / Re: [0.95a] Another random SWP
« on: September 19, 2021, 07:49:14 AM »
Hello any plans on updating the mod with new content? I really like the mod and everything in it so far. Idea: some more medium and small slot guns.

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Mods / Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
« on: September 19, 2021, 05:58:06 AM »
Hello great mod! Can you please also make some new and interesting weapons like these for SMALL and MEDIUM slots? Would be very fun and interesting.
Some ideas: very long range (1000+) small and medium slot weapons (these are not very common in both vanilla and mods) that are balanced by either being flux heavy or so low damage that they are only useful if used in large numbers (so theres also extra balance since they are already uncommon to find). All this mod needs now is some small and medium slot weapons. Please think about it, thanks.

The problem with small and medium Superweapons is that they will be hard to balance around their OP range, a good medium Superweapon can replace to low end heavy weapons of the same mount type making it idea for bigger slots while on low OP rather than mounting a heavy weapon as originally intended, same thing applies to smaller weapons and medium slots.

Hello I understand what you mean. Still it would be nice if you can figure out a proper balance in order to add some small and medium slot super weapons into your mod. At the end of the day they are supwerweapons which are super rare and meant for some extra fun so it shouldnt be too bad if you add some. Since they are supposed to be rare its not like it will ruin game balance as player wont have many in the first place, so perhaps a few OP weapons as a reward will be fine. Im sure you can figure something out since you are good at this!

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Mods / Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
« on: September 17, 2021, 12:54:13 PM »
Hello great mod! Can you please also make some new and interesting weapons like these for SMALL and MEDIUM slots? Would be very fun and interesting.
Some ideas: very long range (1000+) small and medium slot weapons (these are not very common in both vanilla and mods) that are balanced by either being flux heavy or so low damage that they are only useful if used in large numbers (so theres also extra balance since they are already uncommon to find). All this mod needs now is some small and medium slot weapons. Please think about it, thanks.

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Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: April 22, 2021, 10:36:42 AM »
Hi will there be new content (ships/weapons etc) added along with the update for this mod or is it mostly a compatibility update to work with all the new stuff in 0.95?
Anyways happy modding to you!

10
Hey man just dropped by to say what an AWESOME mod you have! Thanks for all the updates!

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Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: April 17, 2021, 04:57:38 AM »
Hey DR just dropped by again to say I hope you are getting enough sleep! I know modding and Starsector can be fun but it will be even more fun with lots of good sleep! All the best and take your time with the update, im sure its worth the wait. We will be patiently waiting for what ever you are cooking up!

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Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: April 16, 2021, 10:27:03 AM »
Hello just dropped by to say hope you are enjoying the new Starsector update and I am looking forward to you updating your mods. I understand you are probably still testing things and getting it all together although a new ETA would be nice since the last one is already past. Hope to experience your mod soon and happy modding to you!

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Mods / Re: [0.9.1a] Weapons Group Controls 1.1.0
« on: April 15, 2021, 05:12:33 PM »
Hey man dont want to bug you but I am just curious if this mod will be getting an update for 0.95. Its such a super useful mod!

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Modding / Re: [0.9.1a] Hullmod Specialization
« on: April 11, 2021, 02:17:55 PM »
Update to 0.95 please.

15
Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
« on: January 28, 2021, 03:15:33 PM »
HAYS guys heres my review of VIC frigates after playing with them for a while: the Xaphan and the Pruflas are pure unadulterated badasses which more than hold their own in battle as smaller frigates if they are outfitted correctly. If nothing else their decent turn of speed and mobility at least  let them do screening, diversion and chasing duties well. According to my Combat Analytics they consistently also do a decent amount of damage (again with proper loadouts for the job). The only problem I had with them is that their names (no offense to the mod creator) sound absolutely WACK compared to how badass they really are. A cooler or more aggressive naming scheme for them would be nice.
And NOW for the saddest of sad bois: the Kobal is one of the worst frigate class ships I have ever encountered in the modiverse, almost as bad as some of the LOA frigates. I understand its meant more to hold gaps in a line than do mobility stuff like the other frigates but in all cases for me it just miserably failed. No matter how I outfit them my Kobals die consistently (unless I put cautious/timid officers on them) and perform atrociously in combat. They cant seem to hold down any role well and woe to any miserable Kobal captain who gets isolated from the rest of the fleet in that rustbucket. Their armor is poor compensation for the fact that they are so slow.
Well thats it for now, I will play more and may give more reviews for the other ships later, keep in mind my review only reflects my own personal game experience so no hard feelings plz! I normally dont comment on the forum at all but I liked the faction mod so much I just had to leave a comment here. They are so cool and sleek and each ships looks like it could be the sprite of a special boss ship from another mod. Great stuff overall!

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