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News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Messages - Corelious

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1
Mods / Re: [0.95.1a] Better Colonies 1.86
« on: September 27, 2022, 10:18:11 PM »
Save game safe?  I learned the hard way to not assume lol

2
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.54
« on: September 27, 2022, 09:27:10 PM »
Baller - thank you for the reply.

3
Mods / Re: [0.95.1a] SpeedUp 0.7.2
« on: September 27, 2022, 09:26:50 PM »
Anyone running into severe FPS drops while traveling through hyperspace and using this? Not early game - after you've played for a few hours.  Also, does the default speed seem to be going slower?

4
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.54
« on: September 27, 2022, 09:06:22 PM »
Save game compatible?

5
Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: September 26, 2022, 05:08:48 PM »
Sat on this update for rather longer than necessary, but hopefully no bugs need fixing.

Nexerelin v0.10.5b
Download

Changelog
Spoiler
### Gameplay ###
* Introduce system for faction-specific market conditions
    * Currently have a +10% accessibility condition for pirates and Luddic Path
* Transfer market: Option to hand to commissioning faction and auto-get governorship
* Cargo scan doesn't check for heavy armaments if player has commission or alliance
* Ground battle gives free storage unlock on victory if player is attacker
* Independents can have a special task group as a treat
* Recently captured markets can't be transferred to factions hostile to player
* Old-style vengeance fleets cancel spawn if spaceport is disrupted
* Build station mission has small chance to not spawn interfering fleet
* Player special task groups have a teleport button for when they're stuck
* Remnant mission 2: Add some cool loot to mothership
* Remnant mission 3: Can now offer to join operation after fleets move out but before they reach target system; increase payment; other tweaks
* Random sector: Constrain min/max stars in central constellation
* Add a size-based minimum raid strength to cause unrest from raiding
* Fractal Shipworks milestone unlocked by Remnant plus bounty as well

### Fixes ###
* Counter-invasions aren't modified by brawl mode; fix them adding rather than costing invasion points
* Fix bugs with special task group costs
    * Fix having multiple special task groups but only paying for one
    * Fix player special task groups costing supplies for repairs and CR recovery
    * Remove the 25% premium paid on supplies and crew salaries (was supposed to be removed previously but this was bugged)
* Stellar Networks: prevent a case of marine XP loss when checking Remnant contact missions during remote call
* Fix submarkets on governed colony not being reset when player loses commission
* Skip invalid faction starting special items when generating blueprints for own faction start's bonus picker
* Colony expedition intel doesn't crash if market desc changer isn't running
* Fix a potential bug with minimum merc company level if player max level is changed
* Fleet request menu no longer leaks location of hidden bases
* Hypershunt encounter: Fix fleet behavior; giving a beta core no longer gives Remnant rep (only alpha core does)
* Fix a bug in alliance join weighting with `ignoreAlignmentForAlliances` setting

### Text ###
* Clarify counter-invasion text when ended due to invader being repulsed
* Replace en dashes with hyphens for Chinese version
* Fix ground battle 'timer for decision' bullet point
* Fix a counter-invasion cancellation message

### Modding ###
* Compatibility with newest Adjusted Sector
* Nex raids and (probably) legacy invasions support Crew Replacer mod
    * New invasion system to come later, will likely require significant modification
* Add `isPlayerRuled` setting to faction config (early implementation, largely untested)
* Add AgentActionListener
* Own faction setup picker: Fix title in tooltip of non-package blueprints
* Add `skillsReplace` setting for AIM merc officers
* Factions marked as 'free start' in their config won't generate planets or be toggleable in random sector

[close]

I some how missed that this updated this month - does it break saves?

6
Mods / Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
« on: September 26, 2022, 11:25:06 AM »
How do I access these upgrade?  So far I can only find the way to increase my ship's bandwidth but not how to install these modifications.

Ignore this -  I figured it out.

7
Mods / Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
« on: September 26, 2022, 11:19:31 AM »
How do I access these upgrade?  So far I can only find the way to increase my ship's bandwidth but not how to install these modifications.

8
Mods / Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« on: September 21, 2022, 01:01:16 PM »
That is a tough but fair point - and well put. Point taken.

9
Mods / Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« on: September 21, 2022, 05:47:15 AM »
dead lol

Hey- you're being a jerk. Don't do this. It sucks. See rule #1, "Remember that Everyone Here is a Human Being", and rule #2, "No Toxicity".

If you make a pattern of this behaviour, you will be removed.


Yeah again, not at all what I was saying.  I will reiterate that I was laughing at his sarcasm towards the prior comment on page ten.  I understand how it looks that way had it been the only thing I ever posted, or if I had a history of making comments like that - but perhaps look at my other posts on this particular authors work and realize I have been nothing but supportive of his work - particularly Magellan.  It's intriguing though that everyone thus far hasn't read my comment and... given the context thought "maybe he means something else".  This is a good example of how herd mentality and group think works.

10
Mods / Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« on: September 21, 2022, 05:41:40 AM »
I mean, if you want me to only share the actively-developed mod with my friends and have a public version that only gets compatibility updates, I can live with that. Seems ideal for me personally.

What does everyone else think? Is Corelious right - should I stop updating the public version of DME?


.... I was literally laughing and saying dead over what you said to the guy on page 10.  Definitely not saying the mod is dead - it's verifiably not.  I should have clarified however, were I in your shoes I'd likely take my commentary that way as well.  My mistake.

11
Mods / Re: [0.95.1a] Dassault-Mikoyan Engineering v.1.6a - Update for 0.95.1
« on: September 20, 2022, 04:04:39 PM »
dead lol

12
Mods / Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
« on: September 20, 2022, 10:52:25 AM »
Hey quick question - with console commands it's possible to spawn in the ships I can't normally obtain in market correct?  If so, where do I find their variant IDs?

13
Mods / Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
« on: September 19, 2022, 07:47:35 PM »
That's actually a really creative approach to sourcing extremely high end vessels.  The gambling idea is clever - reminds me of old school RPG games.  Could there be the potential for obtaining those blue prints through a potentially hard to find and intriguing story line that could be a part of other releases? Though I don't want to assume since you've already invested a lot of time and work into this mod already.

14
Mods / Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
« on: September 19, 2022, 10:52:53 AM »
You'll have to forgive me if I don't make a line-item response; but please do know that I'm flattered as hell that you both wrote me a novella's worth of raw, organic, free-range praise and that you got what I was going for (especially my efforts to maintain arms-length creative distance from vanilla Starsector).

Just a couple notes; it's definitely 'he/him', and I'm stoked that you read my blog post. Also I'm really sad your Blackcollar Capella is missing the bow armor - let me know if that's an error in the derelict spawn, or if you got it via Console Commands (modules are specced in variants, not hull files, so you need to call the 'magellan_fastdestroyer_blackcollar_elite' variant to get the module).

I think it's safe to say I'll almost certainly have the Magellan update out this month, and it's promising to be a rich one with lots of new ships and most importantly, a revamped campaign rig that's primed to serve as the backdrop for story missions. There may be another blog post in the offing...

This is hands down my favorite faction mod. A truly brilliant master-piece. I have been really psyched to see the new ships that I've seen in the codex - cannot wait to play around with them.  Also really excited to see what you do with the story, the contextual parts you've already implemented is excellent.  In the coming update, and I am asking with the expectation that I will likely be told to wait and find out, will there be a Sky Tiger trader/BCB Trader implemented?  I recall there were some technical issues at one point with them crashing the game.

15
Mods / Re: [0.95.1a] Better Variants 1.1.0
« on: September 18, 2022, 06:01:11 PM »
This update breaks saves.  Something about the file identifiers basically means that your saved games not recognize them as the original file - and prevents you from loading in.  Would be great if I could get the previous version.

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