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Starsector 0.97a is out! (02/02/24)

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Messages - OrariusTempus

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1
Mods / Re: [0.96a-RC10] Missing ships mod 5.0 5/10/23
« on: November 17, 2023, 02:06:45 AM »
Have an issue with creating the big ships through custom-order production. Ordered a Dominion, and $3,000,000 of accrued production later... Nothing. All the fuel, supplies, and crew were dropped off for it, but no ship hull. Just started sucking up money again, without clearing the order queue. Tested a paragon and that was ordered just fine. Any ideas what the issue might be?

2
Bug: The nanite repair effect only works if the ship is being piloted by the player or was previously piloted by the player when the ship was below 50% hull. Additionally, the visual effect only occurs when piloted by the player.

Have not tested if other in-combat passive systems are bugged or not.

3
Mods / Re: [0.96a-RC10] Missing ships mod 5.0 5/10/23
« on: November 11, 2023, 01:41:29 AM »
Quick feedback on the Dominion-class you just added. You gave it Ablative Armour, but only 3000 armour rating. Meaning it basically has 300 armour for calculations. I assume this is unintended, and perhaps you meant to give it 30000?
Also, the fighter bays block the view of the leftmost turret mounts when refitting, though they can still be clicked and modified.
Those two minor issues aside, coolio ship dude!

4
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: November 02, 2023, 11:37:46 AM »
Hi. Having issues turning off invasions. I want to disable invasions entirely.
Here are my exerelin_config.json settings pertaining to invasions:
    "enableInvasions": false,
    "legacyInvasions": false,
    "invasionsOnlyAfterPlayerColony": false,
    "allowInvadeStoryCritical":false,
    "allowInvadeStartingMarkets":false,
    "allowPirateInvasions": false,
    "retakePirateMarkets": false,
These were set before the start of my current save, and yet I'm still seeing invasions left and right. Is there a setting somewhere that I'm missing?

Edit: Nevermind, it would seem that LunaLib ignores and overrides your settings to defaults, Nexerelin itself is not at fault.

5
Mods / Re: [0.96a] Ashes of The Domain
« on: November 02, 2023, 10:39:23 AM »
Lovely mod, just downloaded it recently and I like it so far. Have a quick question:
Chicomoztoc requires 5 refined metals, but Coatl only produces 2 at most. This slightly kneecaps Chico's supplies production, or can moderately impact it when Coatl is producing even less. Is this intentional?

6
Mods / Re: [0.95a] Low Maintenance 1.1
« on: October 29, 2023, 03:40:51 AM »
it'd be nice to see this on the invictus and retribution as well
It surely would be! For the people (like me) who can't wait for the update, there's a solution:
-- inside the mods folder go to LowMaintenance\data\hulls
-- create file named invictus.ship
-- open it in notepad or something
-- write following 3 magic lines of text in this file
{
    "builtInMods": ["low_maintenance"]
}
-- profit

Btw, works with most vanilla or modded ships
Thanks homie

7
Discussions / Re: I wrote a book! 'What the Truck' is out today (Oct 24)
« on: October 26, 2023, 12:49:23 PM »
Didn't expect to randomly stumble across one of the best RRL fictions on the starsector forums of all places. Congrats, and keep it up!

8
Issue with the reinforcements objective that I just stumbled across:
Fought an ordo, couldn't tell which ones were actually part of the initial fleet and which were respawns, so after I killed the final radiant I retreated, rather than fight my way through everything to try and capture the objectives back from the respawns, which kept tug-of-war-ing me over them (multiple reinforcement objectives). Anyways, it turned out I killed the entire original fleet. Because I "escaped", it punted me out of the fleet combat dialogue screen... And the ordo was gone. I couldn't loot anything, recover any ships (theirs or my own), etc. Forced me to load last save. Couldn't "claim victory" because the respawns are drones and refuse to give up or whatever. Don't know how difficult it would be to fix this, but perhaps something to look into hen you have a chance?

9
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: November 16, 2022, 11:32:21 PM »
Found a bug:
The Killer Bee drone fighters are missing the auto_fighter tag in the wing data csv file.

10
The Omicron reinforcement doesn't seem to be working correctly. I call in omicron, he arrives and follows me just fine. Problem is, he doesn't actually act as reinforcement, even when all three fleets (me, him, enemy) are making a venn diagram. Additionally, interacting with the fleet acts as if it's a neutral fleet (comms does nothing, and im given the option to "move in to engage").

Otherwise, lovely mod.

11
Mods / Re: [0.95.1a] Better Colonies 1.86
« on: November 12, 2022, 03:00:56 PM »
Wrong mod, you looking for secrets of the frontier, but yes omnicron has some relationship issues
Oh shoot, I swore I had the correct mod page open. Life's hard when you're dumb.

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