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Messages - TheDeviL234

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1
Modding / Re: [0.97a] Calvera Custom Star System 1.0.4 A/B
« on: April 21, 2024, 01:58:47 AM »
Would you know the console commands to spawn it mid game? I usually use this, but decided i'd go find a less comfortable starting planet this time, and i've found absolutely nothing of note.
don't know about a console command for that, but you might be able to spawn it by navigating to MODSystem_modPlugin.java and replacing onNewGame() with onGameLoad(false) and then entering the game and loading the save. if it does work, be sure to save the game, quit and revert the change you made before entering the game again. and as always, do not forget to back up your important saves before attempting this.

2
Modding / Re: [0.97a] StationShips 1.0.3
« on: April 13, 2024, 03:07:56 AM »
When you don't have enough firepower even with a dreadnought...
no such thing as "too much firepower" :D
Spoiler

[close]

3
Mods / Re: [0.97a] Missile Ship Overhaul 1.2.7
« on: March 30, 2024, 09:54:35 AM »
Had to uninstall the mod because the contacts who buy and sell ships would pretty much always be obsessed with ships from this mod. Kind of ruined the functionality of that feature. For example if there was a potential ship sale they would always want missle ships. Or if ships were for sale they would offer missile ships. I play with Nexerelin.
i cannot reproduce this issue on my end (using nexerelin 0.11.1). do you have any other ship mods installed? because contacts do tend to prefer modded ships to vanilla ones in my experience.
for example, these are the first two contacts i found in my game:
Spoiler

[close]

4
Modding / Re: [0.97a] Darksynth Battle Music 1.0.1
« on: March 08, 2024, 12:31:28 PM »
Is it possible to make the first track played repeat for the whole battle rather than another random track being played after it ends?
not with this mod. it might be possible with some java wizardry, but i don't know how to do that.

5
Modding / Re: [0.96a] Calvera Custom Star System 1.0.3 A/B
« on: March 01, 2024, 04:36:34 PM »
Hi, is this safe to enable in 0.97 by just changing the version number ?
yes (i use it)
I have a question about B version.
If we are friend with [REDACTED].
Can we colonizes the planet or need to destroy all the of them first?
you can colonize the planets regardless of [REDACTED] presence.
even if they are hostile to you, you can still colonize if none of their fleets see you when you approach a planet.
they do not do orbital bombardments or interfere with your (newborn) colonies in any way (save for the "remnant nexus in system" colony crisis and for occasionally obliterating your orbital stations/patrol fleets if you are hostile to them). if you also have Nexerelin, you can go to Prism Freeport and talk to [REDACTED]. you can do missions for her or sell her AI cores to build reputation with [REDACTED] (you can farm fleets around Calvera for AI cores), and once you get to friendly rank with [REDACTED], they will stop killing your colony patrols & stations and will instead defend your colonies for you (they are hostile to every other faction and will attack any other-faction-fleets that enter the system such as tri-tach expeditions or hegemony inspections). you can also fight alongside them like you can with any other friendly faction.

Spoiler

[close]

6
Modding / Re: [0.96a] Calvera Custom Star System 1.0.3 A/B
« on: February 25, 2024, 07:19:44 AM »
Good day! Thank you for this Mod!
Can you atleast change the version number to Version 0.97a if you have freetime?
done

7
Modding / Re: [0.96a] Calvera Custom Star System 1.0.3 A/B
« on: February 13, 2024, 12:44:53 PM »
Hi, is this safe to enable in 0.97 by just changing the version number ?
yes (i use it)

8
Modding / [0.97a] Bigger Enemy Fleets 1.0
« on: February 03, 2024, 04:35:30 PM »
Features:
This mod increases the amount of ships in faction fleets, makes them have less D-mods and gives them way more officers.

Why?
Because factions should realistically be able to field bigger fleets than they do in vanilla, and because the game gets too easy once you find a 2-3 good capitals, especially in a heavily-modded game.

Requirements:
None

Installation:
- Extract the archive into your Starsector\mods folder
- Open the game launcher and enable the mod in the Mods section


Screenshot:
Spoiler
[close]

Notes:
- The mod only changes some values in settings.json, so it should be version-agnostic and compatible with other mods.

9
Mods / Re: [0.96a] Missile Ship Overhaul 1.2.6
« on: January 27, 2024, 04:21:50 AM »
@TheDeviL234 and by extension @Kylin.S.508 or anyone still having a backup of version 1.0.9

If there would be an opportunity to get a link to version 1.0.9 of MSO, it would be highly appreciated.

Here you go:
MSO 1.09

Alternatively, you can use this version (1.2.6 version without 0.96a content that works with 0.95.1a Starsector):
MSO 1.2.6 (0.95.1a)

10
Mods / Re: [0.96a] Missile Ship Overhaul 1.2.6
« on: June 11, 2023, 04:51:39 AM »
Hi, I like this MOD, torpedoes and missiles are truly romantic for space warfare in my opinion, thanks for your creation. Can you allow me to publish it to Chinese forum and translate it? I will keep the author information and the original link.
And, Due to the incomplete translation of the Starsector 0.96 , Can I simultaneously publish ver 1.0.9 to there? I am currently using this version, so you do not need to upload it again.
Although my English proficiency is extremely limited and I have to use mechanical translation, I will do my best to polish and correct when translating into Chinese.
Sincerely pay respects again. ;)
yes. btw, instead of using 1.0.9, you can use 1.2.6 that i changed here to work with 0.95.1a starsector. (it doesn't have 0.96a ships - Pulsar, Sepulcher, Pillager). haven't done much testing on it, but it should work.

11
Mods / Re: [0.96a] Missile Ship Overhaul 1.2.5
« on: June 03, 2023, 07:33:11 PM »
Full changelog for update 1.2.5:

- Added Vitriol
- Renamed Alpenglow to Ardor
- Renamed Perigee to Eventide
- Renamed Summit to Ichor
- Renamed Bulwark to Sepulcher
- Renamed Chimera to Kernera
- Renamed Achlys to Aposeris
- Atomizer: reduced ordnance points from 180 to 160, reduced shield efficiency from 0.9 to 1.2, reduced speed from 70 to 60, reduced armor from 1400 to 1300
- Vertex: reduced ordnance points from 180 to 165, reduced flux dissipation from 900 to 800, reduced shield efficiency from 0.8 to 1
- Ardor: reduced top speed from 80 to 70, reduced shield efficiency from 0.8 to 1
- Ichor: reduced ordnance points from 170 to 160, reduced top speed from 80 to 70, reduced shield efficiency from 0.8 to 1
- Kernera: changed ship system from maneuvering jets to fast missile racks

This version is not save-game compatible if you are updating from 1.2.4 or earlier

12
Mods / Re: [0.96a] Missile Ship Overhaul 1.2.4
« on: June 01, 2023, 08:31:30 PM »
I'd recommend checking out the taken names spreadsheet, as a few of these names are taken by other mods.
can you send me a link to it? i can't find it anywhere.

13
Mods / Re: [0.96a] Missile Ship Overhaul 1.2.4
« on: May 31, 2023, 05:37:47 AM »
Full changelog for update 1.2.4:

- Added Pontiff midline heavy cruiser
- Renamed Vanquisher to Instigator
- Decreased flux dissipation penalty for Dual-Purpose Capacitor Banks from 20% to 10%
- Decreased flux dissipation penalty for Overclocked Targeting Processor from 15% to 10%
- Changed default variant small missile weapon groups from Linked to Alternating fire for all ships with small missile hardpoints
- Increased Zeal flux capacity from 2000 to 2500 and hull from 1500 to 1750 (now it's the same as vanilla 0.96a Vigilance)
- Reduced Achlys ordnance points from 120 to 100
- Reduced Vertex ordnance points from 200 to 180
- Adjusted Achlys and Vertex default variants to fit new OP values (both ships have 1 less hullmod)
- Reduced Carnage deployment points from 42 to 40




This version is not save-game compatible if you are updating from 1.2.3 or earlier,
unless you replace every mention of Instigator back to Vanquisher in
-MSO\data\hulls\mod_ship_instigator.ship
-MSO\data\hulls\ship_data.csv
-MSO\data\strings\descriptions.csv
-MSO\data\variants\mod_instigator_variant.variant
-MSO\data\world\factions\default_ship_roles.json
(it takes 3-5 minutes to do if you really want to update and keep your current saves)

14
Mods / Re: [0.96a] Missile Ship Overhaul 1.2.3
« on: May 31, 2023, 02:05:01 AM »
Cool mod  ;D

fyi, Diktat Enhancement already uses Vanquisher for one of it's ships, and I think another mod might do as well. If that's of any concern.
thanks for the info, i'll rename it in the next update.
coming up with interesting names that haven't already been taken is pretty hard lol.

15
Mods / Re: [0.96a] Bultach Coalition v1.1.2
« on: May 27, 2023, 09:10:49 AM »
Im confused to way this mod gives a fatal: error loading {data/missions/bt_testingrange/descriptor.json} resource, not found in {/home/deck/desktop/starsector/./mods/bultach coalition,/home/deck/desktop/starsector/./mods..............................

It's the only mod active besides Lunalib, Magiclib, Graphicslib, and Lazylib.

 edit: found a fix by deleting the missions folder.

Quite strange, first time I've had this crash reported. Could be potentially fixed by just attempting another download, but deleting the folder also works, if you don't care about the mission.

i'm guessing Gift-of-Life is on linux since i'm getting the same issue. basically the mission folder name is BT_TestingRange while its reference in code is bt_testingrange. since linux is case-sensitive (unlike windows), it crashes the game. simply renaming the folder to lowercase solved the issue.

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