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Messages - raco12

Pages: [1] 2
1
Mods / Re: [0.97a] Refit Filters
« on: March 18, 2024, 07:35:44 PM »
It is posible, but I understand is completely different stuff and makes making the mod more complicated.

Mostly because you have to code an UI and code the filters into that UI or change the current vanilla filter UI to make it compatible, it is posible but hard or I think it's hard, I'm not a coder so I can't say for sure.

I have tested the mod and I like it, but at the end more like a filter, it locks the weapons that you filtered our with the filter hullmods.

Which isn't bad but at the end you will still have 500+ guns in list although they will say "Non Installsble"

2
Mods / Re: [0.97a] Refit Filters
« on: March 17, 2024, 05:17:35 PM »
This mod would be the savior of many hours to many people because when you have 50+ mods it's hard to find a weapon for your ship if you have 500 different types.

It would be awesome if weapons and wings could be filtered by design type/faction manufacturer, that way if you want Legio Infernalis weapons and wings to show up, just had to push a filter and all will show up there, and this with all other design from many mods.

Question: This can be added and removed from a save or it requires a new game?

3
Just wanted to point out the the overhaul on Industry Planning, is breaking the overall market of the sector.

This is because of the +25% access the mod that the skill adds. This translate to more accesibilty to almost every colony on the sector because of the administrators of the colonies making smugling not even worth because of the low prices everywhere because all colonies can get their stuff due to the bonus of the skill. Even normal trading is affected as they get more goods with the bonus and makes early trade non profitable and midgame also non profitable.

This of course can be fixed on the mod settings, seting the bonus to 0% but this would mean that the bonus is useless.

I dont think the bonus is bad or something, I think it breaks a lot of the economy of the game.

A posible solution and I dont know if is really posible in terms of modding is only recieving the bonus if the skill is a elite skill. That way only player or special administrators will have the bonus and dont breake the overall market prices due to high access everywhere.

Btw, The mod is awesome!


4
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 25, 2023, 11:02:37 AM »
Just wanted to ask a few questions and also say the mod is amazing as always!

There's a condition named meteor impacts that gives 50% hazard rating. TASC is planing to add some terraforming project to fight this hazard or eliminate it? It can be in the form of some planet defense that destroys the asteroids before they land on a planet.

It could be locked as others research projects if vaults of knowledge is active on the game. This could be a good addition because there's vanilla planets like Maxios on the Magec System that have history and can be settled down for roleplay reasons and terraform it to make it habitable again.

Second, there's a plan of adding an terraforming project that eliminates or mitigates the deciviliced population hazard? Like a quick one that fast, and cheap way that eliminates the dissidents but at the cost of not receiving bonuses in population and maybe causing riots or a rebelion on the planet. Maybe a peaceful option increase the grow rate of the colony but is way expensive than the other one.

In the description of the chamaleon, it says it eliminates dissident populations and when I use it on a colony that has this hazard threat, it doesn't do it at all. Maybe this could be added.

I'm also pointing out that with the vaults of knowledge mod, then you have solar reflectors or the mining drones on a Station, and you use the upgraded version farm and mining industries from VOK, the +2 Bonus of farming and the bonuses from the mining drones won't give also any bonuses if the industries are upgraded.

Lastly, on my last playthrough, the chamaleon didn't work at all, causing me to use story points if I wanted to move the IA of one planet to another.

As always you mod is the best in terms of terraforming and the potential is huge.

Thanks for your hard work.

I'm glad you're enjoying TASC!

There is a "hidden" building that can be unlocked via vanilla quests that will suppress the hazard from meteor impacts.

CHAMELEON can eliminate the decivilized subpopulation condition. Can you please post a screenshot of the tooltip of CHAMELEON and the colony management screen for a situation where it's not doing this?

I'm not sure what you're referring to with the VOK mod issue. TASC Stellar Reflector Arrays cannot be built on station markets so there should be no circumstance where you could have Mining Drones and Stellar Reflector Array on the same colony.

Sorry, I didnt explain well at last.

VOK has upgrades to mining and farming.

Subzidiced farming and Fracking are the ones that keep the vanilla comodities. If you have a planet with the solar reflectors that gives +2 farming bonus and upgrade the farming to the improved version of the VOK mod, the +2 Bonus wont be applied to the industry unless you downgrade it again to normal farming.

Its the same with mining drones. If you have a station with mining drones and an alpha core, you should get +3 production but if you upgrade the industry to fracking, you wont get the bonus at all, making fracking or the mining drones useless, depends of which options will produce the most.

Il try to DM you on discord for the chamaleon Issue.

5
Modding / Re: [0.96a] There Be Juggernauts 0.2
« on: August 24, 2023, 06:01:47 PM »
Glad I found this.  This will fill the hole left from Missing Ships not being updated. ;D

Just change the Json File of missing ships to 0.96 and Use the mod. I use it and it works just fine, even removed the mjolnirs from the Nagato.

6
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 24, 2023, 05:24:29 PM »
Just wanted to ask a few questions and also say the mod is amazing as always!

There's a condition named meteor impacts that gives 50% hazard rating. TASC is planing to add some terraforming project to fight this hazard or eliminate it? It can be in the form of some planet defense that destroys the asteroids before they land on a planet.

It could be locked as others research projects if vaults of knowledge is active on the game. This could be a good addition because there's vanilla planets like Maxios on the Magec System that have history and can be settled down for roleplay reasons and terraform it to make it habitable again.

Second, there's a plan of adding an terraforming project that eliminates or mitigates the deciviliced population hazard? Like a quick one that fast, and cheap way that eliminates the dissidents but at the cost of not receiving bonuses in population and maybe causing riots or a rebelion on the planet. Maybe a peaceful option increase the grow rate of the colony but is way expensive than the other one.

In the description of the chamaleon, it says it eliminates dissident populations and when I use it on a colony that has this hazard threat, it doesn't do it at all. Maybe this could be added.

I'm also pointing out that with the vaults of knowledge mod, then you have solar reflectors or the mining drones on a Station, and you use the upgraded version farm and mining industries from VOK, the +2 Bonus of farming and the bonuses from the mining drones won't give also any bonuses if the industries are upgraded.

Lastly, on my last playthrough, the chamaleon didn't work at all, causing me to use story points if I wanted to move the IA of one planet to another.

As always you mod is the best in terms of terraforming and the potential is huge.

Thanks for your hard work.

7
Mods / Re: [0.96a] Bultach Coalition v1.1.3
« on: July 21, 2023, 09:54:38 PM »
Not a bug, unfortunately. The ship is literally a station, and the station AI doesn't allow it to move no matter what. I've been trying to figure out how to change or circumvent this, but no luck yet. Apologies!
Maybe consider asking the Legacy of Arkngneisis dev Gwyvern? His mod has a mobile station called Angaria which moves in combat.

That's actually where I pulled the current scripts for how it works, with permission. I'm honestly clueless on what actually allows the anargaia to still act as a ship in combat that I'm missing.

Why no ask UAF Mod Dev, they have huge capitals that can serve as example for BC super capital movement.

8
Mods / Re: [0.96a] Bultach Coalition v1.1.3
« on: July 20, 2023, 06:53:57 AM »
The ships, the factions, this mod is a must be in any starsector game!

That said, I wanted to ask a question. I was testing the BC Biggest ship, the SuperCapital and doing so, the ship althought funtional, it wont move at all, like the engine thrusters dont work, even when I do simulations screen vs this ship, the ship will defend itself but it wont move, almost like a static station. It wont even turn or try it at least.

Its this a bug? or its myself having a mod conflict or someting.

9
Mods / Re: [0.96a] Underworld 1.8.1
« on: June 23, 2023, 01:59:14 PM »
The mod is still compatible with the 0.95 starsector version?

10
Mods / Re: [0.95.1a] Dynamic Tariffs 1.3
« on: December 15, 2022, 03:39:20 PM »
This is compatible with nexerelim tarifs?

11
Excuse me, Im new to ArmaA and even I am really enjoy in it, im having the issue that if I have many wincoms on my fleet the combat chatter of the fighters spams so much msges on the screen that I cant play the game because i cant see.

Theres an advice to minimize the chatter of theres way to mess up the config folder to make less combat chatter appear from the fighters?

Your mod is amazing!

12
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: October 14, 2022, 12:51:48 AM »
Hello, your mod is amazing and a love playing with it!

I wanted to ask if in the future in an update you could consider adding way to terraform planets that have the Meteor Shower trait that gives +50% hazard rating.

Maybe something like a facility called Anti Meteor Defense Artillery and say maybe it's an autonomous artillery system that shots down meteors from the sky so they don't touch the planet.

You could add that works with IA Cores and the efficiency depends entirely on the type of IA Cores.

Alpha mitigates 50% hazard, beta 30% and ganma 15%.

An example of planet that has this condition is Maxios on the Magec System on the core Systems.

Your mod is amazing, keep the good work!

13
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: October 12, 2022, 04:26:32 PM »
Hello!

Your mod is amazing! Frankly my favorite starsector mod! Because all that it adds is just amazing!

I wanted to ask and also suggest, that in the future The Great Houses can come as a faction to try to recover their lost power.

I know you already told on FAQ that they sre supposed to by a minor independent state, but there's a lot of potencial por a secondary campaign with the Great Houses in Kassardar and Lethia System.

Maybe new characters that give you the mission of reclaiming what was once part of the great houses.

I think this would be an awesome twist to the mod, maybe they start as an independent city and through missions they become a full playable faction with military power on the sector.

And I have a question. When you try to colonize some planets on Lethia, some of them have this claim trait that give the player minus population growth, is there a way to combat this trait? Like with DIY Plantes subjugation corps that literally go Warhammer 40K on the local population to make em comply.

Because even if those planets are claimed by the Great Houses, if you have the power, you should be able to fully claim them, at least with the cycles passing by.

Your mod is amazing! Keep the good work!

14
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: October 09, 2022, 03:57:06 PM »
Hello, your mod is amazing to enhance the Colony-System management!

I wanted to suggest if there's a possibility to make domain item crafts that come in this mod compatible with DIY planets terraform and other items, because that would be good too. I think that to craft any domain Era Artifact it would be good to add blueprints to lock the artifacts.

Also prices shouldn't be 2000 domain artifacts, I could suggest that each item should have a cost instead that universal 2000 artifacts per item.

For example a Pristine Nanoforge and a Corrupted Nanoforge cost the same but no one will  craft a Corrupted Nanoforge because the alternative is better and has the same cost.

Corrupted should cost 1250 artifacts and pristine 2500 artifacts to craft, doing so with each craftable item by this mod.

Each artifact should have an individual cost related to how rare or OP the item is and some of them maybe should be restricted to let's say a blueprint or maybe reverse engineering the artifacts you find via a industry or building on a Colony.

Example: to reverse engineer a Pristine Nanoforge and discover how to craft more Nanoforges, you will need at least 3 Pristine Nanoforges, 2 that you will have to sacrifice on reverse engineering and the 3rd one to craft them back.

This could add more balance to the mod and its features.

The mod is great! Keep the good work!

I'm glad you're enjoying the mod!

I'll look into rebalancing some of the crafting costs for the next patch. The nanoforges in particular could probably use adjusting.

I don't want to allow crafting of special items from other mods because it could cause compatibility issues if the other mod author makes changes to their mod.

I'm not going to require blueprints or disassembly to craft items because the purpose of this feature is to allow players to obtain the special items they want without having to spend hours exploring. If they need to obtain the item before they can use crafting, that would defeat the purpose.

I do understand hat this could help to craft items without exploring but is Also too OP, like if you have 4mil credits you can purchase 8000 artifacts and with a pristine Nanoforge you can craft other 4 Nanoforges, that's 5 Nanoforges for the player faction, very op and you can craft as many as you want and be more powerful than any other faction in the sector.

I'm just saying some items should be more hard to craft because you can get too strong if you got the money and the Nanoforge.

Maybe lock in the most powerful items via a requirement or maybe a bar quest.

Thanks for you hard work! I will be checking on updates!

Have a great day!

15
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: October 08, 2022, 09:50:19 PM »
Hello, your mod is amazing to enhance the Colony-System management!

I wanted to suggest if there's a possibility to make domain item crafts that come in this mod compatible with DIY planets terraform and other items, because that would be good too. I think that to craft any domain Era Artifact it would be good to add blueprints to lock the artifacts.

Also prices shouldn't be 2000 domain artifacts, I could suggest that each item should have a cost instead that universal 2000 artifacts per item.

For example a Pristine Nanoforge and a Corrupted Nanoforge cost the same but no one will  craft a Corrupted Nanoforge because the alternative is better and has the same cost.

Corrupted should cost 1250 artifacts and pristine 2500 artifacts to craft, doing so with each craftable item by this mod.

Each artifact should have an individual cost related to how rare or OP the item is and some of them maybe should be restricted to let's say a blueprint or maybe reverse engineering the artifacts you find via a industry or building on a Colony.

Example: to reverse engineer a Pristine Nanoforge and discover how to craft more Nanoforges, you will need at least 3 Pristine Nanoforges, 2 that you will have to sacrifice on reverse engineering and the 3rd one to craft them back.

This could add more balance to the mod and its features.

The mod is great! Keep the good work!

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