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Starsector 0.97a is out! (02/02/24)

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Messages - Oni

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1
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: January 05, 2024, 07:23:11 PM »
Quick question, are both versions of the Nagato supposed to have built-in Siege Coil-Guns rather than Heavy Mjolnirs?  :-\

... are Heavy Mjolnirs even used anymore?

2
Mods / Re: [0.96a-RC10] Missing ships mod 5.0 5/10/23
« on: November 20, 2023, 03:28:28 PM »
....
No, that's by design. DP, supplies to repair and monthly supplies aren't actually linked in any technical way, it's just customary to set them to the same value.

The Anchor is more of a mobile habitat station than a ship and has its own factories and refineries to supply for itself, so it doesn't take anything from your inventory. They have massive crew costs, however. I think you're looking at something like 50k a month per Anchor?...
Might help if things like that had an inbuilt hullmod that, while it doesn't do anything, does explain that the ship builds it's own supplies.
Something like "Mothership" or "Mobile Base", I thought for sure that the '0 supplies per month' was a bug.

3
Mods / Re: [0.96a-RC10] Missing ships mod 5.0 5/10/23
« on: November 19, 2023, 07:41:03 PM »
Weird, the Anchor seems to have 200 DP cost and tale 0 supplies per month to maintain... I don't think that's normal.  ???
Anyone else have that, or is it a glitch on my end?

4
Mods / Re: [0.96a] Tahlan Shipworks
« on: October 11, 2023, 12:22:54 PM »
Updated with a whole pile of bugfixes.
System still seems to be detecting it as v1.2.6?  ???

5
Mods / Re: [0.96a-RC10] Missing ships mod 5.0 5/10/23
« on: October 06, 2023, 04:37:27 PM »
5.0 out, Anchor added, expedition removed (left in file for compatibilitys sake)
Hmm... the Nagato still costs 200 supplies a month.  ???

Deployment points seem to be right at 125.... unless that's intentional.

6
Modding / Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
« on: September 25, 2023, 10:09:29 AM »
I tried to launch game without Starpocalypse 3.0.2 and it works. For some reason game crash when both Starpocalypse and Symbiotic Void Creatures are enabled.

Clean install didnt help, tried it before.

Odd, I've got Starpocalypse 3_0_2 and this active, everything seems to work fine.  ???

7
Modding / Re: [0.96a] Sunrider 0.4.2c update: Vanguard Cannon's true power
« on: September 25, 2023, 10:06:41 AM »
Alex, relax. No worries.

Mods are done for fun, if you're not having fun then take a break and get back to it later once you feel better.
There's no reason to stress yourself out or beat yourself up over it. Just take a step back, do some hobbies you enjoy, and concentrate on getting your life back on track.

We'll all still be here later, so we'll see you then. Hopefully once you feel better.

Just remember: while life has problem, those problems can get better. As long as you don't give up on trying to make things better.

Stay calm, stay strong.

8
Mods / Re: [0.96a] Adjusted Sector
« on: September 15, 2023, 08:40:05 AM »
I wonder... what recommendations would you give for having close together clusters of stars with larger empty spaces between them?

On a x1.25 size map, but also in general.

9
Mods / Re: [0.96a-RC10] Missing ships mod
« on: September 14, 2023, 09:23:57 PM »
Hey scarface, did some quick and dirty testing on the Nagato and Pelagornis against other modded ships in their size category.

I'm gonna lower my original estimates to between 100 and 125 DP.

Though obviously, just an opinion.

10
Modding / Re: [0.96a-RC10] Enhanced Sprites v. 0.06 + Hull Livery
« on: September 14, 2023, 08:28:34 AM »
I wonder if this would someday be possible with this: Making a mod that scans you ship list on a new game, and creates a ship livery for every ship in the game... that then is only applied to ships in your own fleet/faction. That way you could realize the dream of having the ships you fly or in service of your colony look distinct from everyone else.

Probably just a dream though.

11
Mods / Re: [0.96a] Hazard Mining Incorporated (Debloatening? Ed., 0.3.6a)
« on: September 10, 2023, 02:24:04 PM »
.... In my opinion, on the whole this could easily be trimmed down to something like a dozen weapons whitout really losing anything too important (well, other than all the work that went on them during these years, which of course has value in itself and is no trivial matter).....
Well if Alfonzo ever does decide to "trim the weapons list", they could always put the cut ones into a separate add-on optional weapons pack so the work doesn't go to waste.

12
Mods / Re: [0.96a-RC10] Missing ships mod
« on: September 08, 2023, 09:01:08 AM »
Does somebody know what one of the missing ships name like the nagato is in full? I could check if theyre in game with console commands but the ship list is so long, cant find it. its not simply nagato i can say that.

Try "missp_nagato".

"missp_nagato_Standard" is what I used when I modded in a Nagato as a Nexerelin super ship start.

13
Mods / Re: [0.96a-RC10] Missing ships mod
« on: September 07, 2023, 07:15:31 PM »
....
It shows as unsupported mod when pressing v in game to bring up mods
I think that just means it's not supported by the version checker, the mod should still work normally.

14
Mods / Re: [0.96a-RC10] Missing ships mod
« on: September 07, 2023, 02:38:24 PM »
I downloaded the mod for the new version but it says it is an unsupported mod. Can somebody help me out?
???

Unsupported in what way? Does it crash the game?
Mine seems to work fine so...?

15
Mods / Re: [0.96a-RC10] Missing ships mod
« on: September 07, 2023, 04:17:14 AM »
yea, larger battle mods are essential. however i thought about reducing it. to how much however? 120? 150? also i soloed 11 invasion armadas at once with single nagato, more than half from beyond enemy range. however i do agree that small *** get annoying.

how about i increase its carrier slots? and have special frigate sized craft as an inbuilt escort? been toying with this idea for a while ngl.
11? ... now I'm wondering if I'm just bad at fighting, or if one of my mods makes the AI better at things.  :P

Anyway, fair deployment/supply cost is a hard thing to tell... you could use Lunalib to give players modifiable options for the two big ones (Nagato and Pelagornis), you could also check other mods for ships in the same category for a comparison  (Sunrider has it's titular ship going at around 90, I think, and I've found it about the same 'can solo fleets if used right' category. If with better speed/mobility and with fewer guns... the UAF mod also has some big ships). Though I'd at least consider 125 to 150 a good starting point, you can always fiddle with it later.

Giving Nagato more free carrier slots might start stepping on the Pelagornis's toes... though, you could give it fixed inbuilt slots. Put a customized 'Escort Frigate' (in the same midline style) in them that can't be swapped out and it's only job would be sitting around it hunting frigate to cruiser sized ships that get too close (prioritizing ones that are actively attacking maybe? Ship behaviour isn't something I know if you can mod). You'd have to make it so they can't be forced to engage away from the ship and only guard it, but I think that'd work. As for how many it'd need... that'd depend how strong you make these theoretical Escort Frigates.

PS: If you're getting back into modding in general, as opposed to just maintaining this one mod, you could look into making a Nexerelin 'Custom Start' option in the same vein as 'The Infernal Machine'. Where you start some kind of unique super prototype fusion of the Nagato and Pelagornis, but it's not complete and you upgrade it over time in the same way (using credits to remove otherwise un-removable D-Mods and reactivate systems/weapons or maybe by exploring for random schematics that you plant in the loot table). That could be pretty fun I think.

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