Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - SpaceDrake

Pages: [1] 2 3 ... 21
Meanwhile, with 3.1f, I'm still seeing a lot of comparatively non-aggressive behavior from the platforms despite them lighting other folks up and me being pointedly hostile to the owners. This happens with both DSS platforms and even "owned" platforms like the one around Sindria.

You'd miss out on the cool new pictures for vanilla planets, though :P

I'd probably be okay with this in future versions of Starsector, if only because it seems like a ton of vanilla planets will be getting new images anyway.

Otherwise, that's super rad! I can definitely put up with a one-time VRAM spike if it means having all these options for extra verisimilitude. You have no idea how badly I want to give colonies their own descriptions

Great work once again, Hartley, and thanks for the explanation!

I hesitate to add this to my modlist because of the VRAM requirement (I do fine on normal RAM, but VRAM has tended to be a struggle for a bit due to my modlist) but good christ that is a feature set I've desperately wanted for a while. Great work as always, Hartley!

Outside of a few exceptions, you can assume that any .95 mods will work just fine in .95.1.

Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: November 19, 2022, 10:59:01 AM »
Do remember that if you want the full Kadur Remnant experience, you ideally should have Vayra's Sector installed as well, because that gives them the framework to have pirate-style raider bases, which allows them to put a bit more pressure out.

Otherwise, they are going to be a very small presence in any sector.

That was the old version of Neutrino Corporation, which is currently deprecated.

There are a few attempts currently running at bringing it up to spec. Check the last few pages of that thread for details.

Modding / Re: New Map of the known Modiverse
« on: November 17, 2022, 09:21:54 AM »
Yeah, what the hell? The map's been vandalized.

Mods / Re: [0.95.1a] ScalarTech Solutions 0.8.5
« on: November 17, 2022, 02:55:38 AM »
Is there any way to spawn in this faction in an existing save with console commands?

At most you could give them a previously-established colony. If you want the Spindle system and all its accoutrements, you must start a new save.

Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: November 16, 2022, 12:44:56 AM »
You will probably be reasonably happy with the end result!

Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: November 14, 2022, 05:28:12 AM »
Just finished and killed the boss. It would be an nice idea to upgrade it cuz ive litterally won in 1v1 with an solvernia against it... You can add weapons or mo' ships idk...

Gee, one of the most unbalanced ships in an unbalanced mod beat a thing. This is my shocked face.

I really try not to be rude too often but come on.

Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: November 12, 2022, 01:55:47 AM »
I tried searching the thread, but didn't see anything on this:  Is there any way to colonize a new planet for the sake of your commissioned faction, instead of the player owned faction?

Colonize it and immediately transfer it to your commissioning faction. You can perform transfers via the secretary on the colony's comm screen.

You cannot establish colonies as your commissioning faction, though. Do remember that you count as "allied" to your commish, tho, so any colonies you control is added to their win condition count if you're trying to win that way.

Mods / Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
« on: November 10, 2022, 11:08:54 PM »
So here's an odd technical question: what flag needs to be set in the save file to allow a ship to actually use combat chatter?

In my most recent games, my captain's ship seems like it isn't getting "initialized" for having combat chatter at all (e.g. no voice is getting assigned to it during/after a combat at all) and even if I assign one manually, my captain will only speak when using other ships than my starting one (and yes, I have player character chatter on in the settings). Is there a flag in the save data I should check for this?

I did notice that if you try to quit out of the initial "A Promise" bar dialogue, the game is rather unhappy about actually letting you do so and will kind of force you to do the event.

Mods / Re: [0.95.1a] ScalarTech Solutions 0.8.5
« on: November 06, 2022, 05:30:24 PM »
I just wanted to say that I absolutely love your mods, but I have a question about the Gown.  Is there any way to force the weapons on the side modules to be under the control of the player, or maybe just so they'd focus on the current target if it's in range?

No. This is an "issue" with modular ships, in large part because they aren't (currently) meant to be player-controlled. You will just have to accept that the wings mounts will auto-fire and plan your build around that.

Download the most recent update, modular ships were fixed.

Pages: [1] 2 3 ... 21