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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - legion499

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1
Mods / Re: [0.96a-R7] Salvage Ship Expansion v0.2
« on: July 10, 2023, 08:30:58 AM »
In my opinion this mod is perfect the way it is right now. Simple and straight forward. Salvage ships... that salvage. The end. I really don't know why the base game has such a lack of these things. The additions that make salvaging even better are a nice touch without being too much.
The only way you could make this better is by improving the ship sprites.

2
Mods / Re: [0.95a] Red (0.9.0) Mod
« on: May 09, 2021, 12:01:11 AM »
Well handing Excel the altered file does work... but why don't I take a sec to teach the man to fish?  ;)
From the start I'm gonna assume you know how to reach the Starsector game folder. Since putting mods in the game folder is the only way for them to work and you are.. well.. here. The mod site.
First go to the mod, "Oculian Armada" in this case, you want to edit in your "Mods" folder.
Open the "data" folder. -> Then the "world" folder. -> Then finally the "factions" folder. This is where who gets what portrait is decided along with some other things.
Your gonna need a program like Notepad++ in order to edit the files here. Its a free program and is literally just a buffed up notepad. Highly recommend it. If you don't have or don't want a program like that I'm afraid things end here. Otherwise on to the next step: Editing!
Left click on "ocua.faction" and "player.faction" and open them in your Notepad++ or similar program.
What your looking for is the list of "Portraits" near the bottom of the Ocua file. Its a short list it wont be hard to find. The player list has nothing but that list on it.
Now you have options; like just deleting the ones you don't want. They do need a portrait for both male and female tho so be sure to leave 1. It can even be the same 1 just copy it to both gender listings.
To actually SEE the portraits and determine the keepers go back to your mod file and look into "graphics" -> "Oculian Armada" -> "portraits"
In this case the 2 male portraits both work for not getting curb stomped by a red headed Miku. So you could just copy those 2 lines and replace the female listings with it.
"graphics/Oculian Armada/portraits/ocua_m1.png",
"graphics/Oculian Armada/portraits/ocua_7.png",
You can do the same for the "Player.faction" side. Or you can simply delete that file if you don't want those portraits yourself.
Another option you have is to copy a portrait list from the base game. You can reach those the same way you reached the mod lists. Just look into "Starsector-core."
Lets use Hegemony has an example. Just pull up their faction file and copy everything from the ""portraits":{" line all the way down to the "]," line and replace the same section on the mod file list. Now the Ai driven nutcases of the Oculian will all charade has upstanding hegemony officers in order to blend in with the rest of the gynocidal sector!  8)
Finally you could skip text editing altogether and simply Replace the portraits you don't want from the graphics/portraits folder with ones you do like from elsewhere. Just copy the name of the portrait your replacing onto its replacement and swap them out. Just make sure the 2 portraits are the same gender or in game descriptions could get weird lol.

3
Mods / Re: [0.95a] Blue (0.7.4a) Mod
« on: May 08, 2021, 08:17:01 PM »
Nice. 8) I'm a total sucker for blocky ships and hammerhead designs so I really like ... ALL of this. Just all of it.
With that said, its kinda sad to see the old Rhodochrosite go...
Mind if I throw 3 I.D.E.A.S(tm) at you to see if the old design can still see use?
I.D.E.A.S(tm) 01: Simply downscale the image a bit, remove most of the gun mounts and basically use it has an Atlas reskin? You would then have the Cobble for small time hauling the old Rod for big hauling and then the new Rod for epic hauling.
I.D.E.A.S(tm) 02: Remake it into a carrier! I mean that's an awful lot of runway on deck with a crazy amount of fighter storage underneath. Cargo ships being repurposed into carriers is totally a thing that both has been done and works.
I.D.E.A.S(tm) 03: The ultimate utility ship! A.k.a an upscaled Colossus(XLU). A capital ship with High Res Sensors, Survey Suit, and Salvage Gentry at least. Maybe the ECM and Nav stuff too but not sure if that would make sense. If you go this rout you would then have capital ships for all of a captains utility needs. (Cargo, Fuel, and Utility)

4
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
« on: April 30, 2021, 06:24:40 PM »
Sweet. Im now a little smarter.  8)

5
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
« on: April 30, 2021, 10:09:19 AM »
Hey I'm new at being a code monkey and am a little confused at something maybe you could help with?
I'm trying to add the Big Mac into the blueprint for the ship its based on. Feeling around in the dark here I did manage to figure out where and what I need to modify to do that in the "Ship data" file. The problem I'm having is simply with this "No_Drop" tag. I don't know what that does since just looking at code only tells me so much. Do I keep it or not?
I only need it in the blueprint. Ill be happy with just that.

Edit: Hey I just noticed something looking at the derelict ships at the top of the file... If I remove all the tags from the Mac... Will that add it to the derelict loot table??  :o I could totally live with that too!

6
Mods / Re: [0.95a] Blue (0.7.3) Mod
« on: April 29, 2021, 08:27:53 AM »
Bug Report: The Uranium's hanger section is missing the "Baseless Module" the other sections have. Also since those pieces have a burn level of 4 it drags the rest of my fleet down hard.

7
Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
« on: April 11, 2021, 06:02:53 PM »
I need these stealth bombers in my life... Please update soon! I cant carpet bomb stations properly without those stealth bombers! DX

8
Mods / Re: [0.95a] Red (0.8.4) Mod
« on: April 11, 2021, 05:38:06 PM »
Who likes drone fleets??? I like drone fleets!!!
Everybody should like drone fleets!  8)

9
Mods / Re: [0.95a] Blue (0.7.2) Mod
« on: April 11, 2021, 05:27:34 PM »
I like this fleet. I really do. I only have a single er... nitpick? issue? Small annoyance? Well its one of those surely. Its the Starliner (XLU). It doesn't feel the same has the rest. It just doesn't feel Blue. Rather it feels kinda just tacked on to the rest of the mod. You did a perfect conversion of the Colossus though and that just makes the odd one out stand out even more to me I think. I don't get that feeling from the Scheelite though. Even though it doesn't follow the Blue theme it does follow the long standing Utility Ship theme so I don't even notice it.
... Maybe some more blue paint will fix it? Or if your willing to go further straight up make your own crew hauler XL. There are not nearly enough stylish utility ships around so no one would mind you adding your own I'm sure. I certainly wouldn't!

10
Mods / Re: [0.95a] The Xhan Empire, version 2.2.1 Plans Set in motion
« on: April 02, 2021, 09:47:00 PM »
A recommendation: flip your Change Log around so the new stuff is at the top not the bottom.
It makes it a bit easier to pop in and see what, if anything, is new. Rather than needing to scroll down past stuff seen many times before to check.

11
Mods / Re: [0.95a] Fluff's Ship Pack 0.2.1
« on: April 01, 2021, 05:16:38 PM »
I have an issue...
I want to use the red Collier.
I Don't want to use Vera.
How to?

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