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Messages - ratpizza

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General Discussion / Re: MesoTroniK Donation Drive
« on: August 27, 2022, 01:58:06 AM »
Saw the donation drive yesterday and donated a little something. Really sad to read about your situation, :'( I hope things eventually improve for you and your mother.

Best of luck.

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Yeah, I'd prefer that. Doesn't necesarily have to be those exact numbers, I just like it that rules are transparent and that I know what my odds are if something is based purely on chance.
Oh, another question. If I take the repair-skill won't the effect of "reduces negative impacts of hullmods by 50%" take effect immediately? I'm asking cause I have a wolf-frigate with the d-mod "damaged fuel-injector", which increases fuel-consumption by 50% and decreases zeroflux-boost by 10 su. I took the repair-skill from Industry but there's no indication  in any tooltip's that the impact of the d-mod is actually reduced. Am I missing something? Or will it only affect ships which gained d-mods after the skill was taken?

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@morrokain A small question. Does the hull-restoration component which was moved to the repair-skill use the same dice-roll as in vanilla, i.e 90% chance every second month to remove a dmod-from a frigate and 75% for capitals/cruisers?

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Not that this is very important (it's very easy to just add the hullmod yourself) but I have noticed that the Dram-tanker has been missing the "integrated power-circuit"-hullmod. I assume this is simply an oversight? Just thought I'd mention this.

Oh, and Merry Christmas. Looking forward to the update.

5
I can't seem to get any contacts in sci-corps. I have done at least three different missions for them and none of those mission-givers have given me any opportunity to develop a contact with them. Bug? Or am I missing something?

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@Morrokain
Okay, I,ve PM:ed you the URL to the save file. I also included a screenshot of the "unarmed" kite I mentioned earlier.

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Nvm, Alex shot down that solution so I am back to square one.

@ratpizza
If you don't mind, I am probably going to need a copy of your save file so I can reference both what mods are included and also have a reference to what market/fleets had this bug, etc.

Looking at the vanilla code and verifying with Alex that the logic of how I am approaching the overrides is sound, I can't as of yet find a case where this sort of thing could have slipped through the cracks.

The bar event might be an exception as I haven't gotten to looking at that code yet.

Unfortunately the save-file is to large to be uploaded here. Unless the descriptor-files are sufficient?
Btwi I can confirm that the vanilla-ships I were seeing indeed were damaged versions.

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Ok, so I,ve found a few strange things. First I found a hammerhead for sale in an independent market which had medium ballistics-slots rather than hybrid. Also, during a pirate-fight, one of the-pirate ships (a standard kite ) showed up on the info-screen during combat as having no weapons installed even though I'm certain it had (showed up as armed on the pre-battle screen). Also, when I have come across people in bars which sold surplus-ships they seem to be vanilla-variants. For example, one guy sold a buffalo and it showed up on the info-screen with only one-energy-slot, which I think is the vanilla-variant unless I'm mistaken?

9
This mod is just awesome, I simply can't play Starsector without it. However, a few small suggestions. Would it be possible to make it so that you can choose a custom starting-fleet rather than being assigned a predetermined one? The starting fleet (mercenary) is mostly fine but I really don't like the Vigilance-frigates, at least not with their starting loadout. Also, do you have plans for making a luddic variant of the Anchorage carrier as well? I Usually pick the Ospreys as additionall ships on NG but unfortunately they I find them to be to fragile especially with the nerf to 0-flux speed they got in this update. 

once again, cheers for this awesome mod! 

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