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Messages - enigma74

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1
Quick question not sure if this a nexerelin or vanilla feature.  How did I get these "x" on the my map next to the name of each area to indicate what I've already explored?  I think I pressed some key or key combination on the keyboard, and it suddenly popped up.

2
Does Nexerelin disable the new colony threat colony crisis mechanics with Hegemony, Persean League, Pirates, etc?  I actually enjoy starsector more without that stuff, sometimes I just want to play a random galaxy in Nexerelin and let my colonies grow in peace.

3
Edit: I've finally found some good loot, I think I just have a very desolate sector.  I've pretty much already conquered the whole sector, I just kept exploring to see what was up with this game.  Despite exploring 5 neutron stars and 4 black holes, pretty much nothing in the entire western half of my sector, which is where I built my colonies.  I finally found some remnants in the eastern half, and as soon as I found them some good loot started to appear.

Anyone get this possible bug?  Random core worlds enabled, no mods other than nexerelin enabled, along with needed libraries.

I've explored about 20% of the galaxy and have found mostly domain probes, and I've "exhausted" their loot since the last 10 probes have only given me fuel/supplies/normal loot.  No more blueprints or otherwise special colony items like a synchotron.  I've found zero equipment/technology caches, and only 1 research station the whole time.  I explore every planet and ruin, and basically I've gotten nothing useful except normal vendor items.  I thoroughly explore all planets, the center black hole / sun, and each hyperspace exit.  Just tons of probes, no caches, and very rare research stations.

Was there a loot table change in .95.1a?  I feel like great loot was easily obtainable in .91, where the good stuff was everywhere and I couldn't look through 2 systems without being showered in wealth.

Also, I notice that there are no REDACTED enemies anywhere to be found, so there's not even a place to farm cores.  Does anyone else also notice the lack or rare loot now? Maybe there was a balance change by Alex and now the rare stuff is actually rare.

4
Thanks for the quick update to the new version!

5
Damn, I love AC, can't believe I missed this.

6
Is there a configuration setting to edit the frequency of random diplomacy events (cooperation deal, cultural boom, etc) that affect faction relations? I definitely want them...but at a much slower pace so that the sector is "stagnant" for longer.

7
any chance to update the malformed JSON for this mod for version checker?

Yes please update the malformed JSON. I think the mod still works but the error shows up (Level 40, non-fast mod)

8
Suggestions / More market price information
« on: July 20, 2021, 11:07:50 AM »
Could we have a more detailed screen with market prices, other than the top 5 places to buy and top 5 places to sell? This doesn't take into account distance from current location, and fuel prices for crossing through the sector make a big factor on the profitability of a trade.


9
buy storage access

Good tip, thanks!

You can build remotely by opening the colony screen and clicking on the colony you want to open(hotkeys: D, then 1).

I meant to say this other colony is not under my control, just a neutral market from my point of view.

10
I know that you can see it if you're docked at the colony, to see what industries/defenses a colony has.  I'm on the opposite side of the sector, and I forgot what was built at an AI colony the last time I was there.

11
Short answer: no.

Player-related pirate bases are deeply hardcoded and do not relay on any settings.

Aww, bummer.  Thanks for the heads up.

12
Hi all, I have a question about pirate activity.

In vanilla options, I changed:

"minPirateBases":0,
"maxPirateBases":0,
   
"minLPBases":0,
"maxLPBases":0,

but I still get some pirates targetting my colones with a nearby base (no Luddics though).  I've removed these pirate activity bases 3 times and they come back instantly. If I completely destroy the pirate faction in-game, will these respawning bases stop permanently?

13
In settings.json, I've changed a few settings to get rid of Luddic Path and Pirate activity on my colonies.  I changed:

"minPirateBases":0,
"maxPirateBases":0,
   
"minLPBases":0,
"maxLPBases":0,

I still get pirate bases targeting my colonies.  There are no Luddic path cells though, despite the many AI cores on my colonies.  Anybody have an idea on how to stop pirate raids and the associated pirate base spawning on me?  The pirate bases reappear almost instantly after I destroy one.

14
The range markers stay, but the weapons should autofire.
Note that this is a feature, not a bug; it means you can select your primary weapons, toggle off to an empty group, and still see what your guns' range is.

Ahh, makes sense.  Thanks guys!

15
Is there a way to have every single weapon on autofire on my controlled ship? I saw the old threads saying to use an empty weapon group, but it doesn't seem to work.  The last selected weapon group sticks even though I'm pressing the key for empty group 5.

Edit: Nevermind, it works now.  For some reason in the combat simulation it wasn't working, then I went back the the empty weapon group worked like I wanted it to.

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