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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Whitey

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Mods / Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
« on: September 20, 2019, 11:12:58 AM »
Quote from: Knight Chase
You need to conquer enemy markets for Mayasura to get good ships, also (M) ships are extremely rare. You will find them rarely in the market. If you have the Nexerelin start, I highly recommend starting with the grand fleet start on the last page, as you start with the Last Hurrah fleet capable of taking everything in the Mayasuran system including Port Tse and the Lost Astropolis.
I did this, albeit using the alternative grand fleet. I'm enjoying myself thoroughly, but I was wondering if it was possible to have both a Mayasuran and League Commission at the same time- or, at least the access of a League Commission. It was my understanding that Mayasura was a member state of the League.

Edit- is this already implemented? Sometimes I get the benefit of a Commission with the League, sometimes I don't.

2
Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: August 21, 2019, 11:29:51 AM »
Thanks for the update!
Is this version compatible with previous saves?

Could I also trouble you to add in the version number right at the top of your OP? I didn't realize there was an update from 0.77b to 0.78(?), I had forgotten that this mod didn't support version checker.

3
Mods / Re: [0.9.1a] Vayra's Ship Pack v1.0.1 PUBLIC RELEASE 2019-08-14
« on: August 17, 2019, 07:49:54 PM »
Quote
It is gonna be a pain to update separately, but it's much better if a player doesn't want to use the Kadur since it's a faction mod, or doesn't want to use the Vayra's Sector campaign changes but still wants the ships, etc etc etc. :)
As someone who fits this criteria, thank you. Vanilla-lite content is awesome, and well produced content like yours is fantastic to add to a run.

Non-vanilla content such as full factions, core systems that aren't well integrated/balanced/economy friendly or what have you are cool in their own right, but being able to remove them using config or having them split like here is really, really appreciated.

Thank you.

4
Mods / Re: [0.9.1a] Hazard Mining Incorporated (Obscure Ed., 0.2.1e)
« on: August 13, 2019, 08:22:53 PM »
I'm curious about the effect adding in systems so isolated and dangerous has on the economy. Would you consider adding in a config option for those of us who really like your ships but don't want the systems/commodities due to their effect on the vanilla economy?

5
Mods / Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« on: June 12, 2019, 03:45:18 PM »
Hi! Love the mod.
The MSS Mako is an interesting ship, however, the MSS Mako (M) includes the following text-
Quote
the Mako was given a heavy modernization including the switching of the standard bombs to a cluster MIRV.

But then it doesn't (seem to) change from the default bomb launcher to an MRIV Variant.
I assume the default Mako bomb launcher is MSS_bomb_frigate, and the MRIV is the MSS_bomb_KE variant.
Possible oversight or bug, I assume?

Anyway, I really appreciate the work you put into this mod, can't wait to see what more you have in store for us.

6
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
« on: June 06, 2019, 07:10:29 PM »
Small possible bug report regarding the redacted thing.

Spoiler
[close]
I don't think this is intended, but I don't even know if it's possible to make it not happen.

7
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
« on: May 26, 2019, 05:04:50 PM »
Heya. Sorry, I didn't have the time to post my Starsector.log right away- I just recreated the issue and noticed another bug related to setting it to `true`- and then realized you fixed both!

Thanks so much, this version doesn't contain either issue I had previously experienced.
You're a very attentive dev, and I appreciate all the work you put into this mod, I like it a lot.

Just for some feedback, as to why I (and maybe others?) wanted to remove the Eyrie in our games.

Starting out, there's no real stated reason for the Eyrie and IX battlegroup existing.
As a player, I tried to find info on the Eyrie without risking my vessels- and found that I couldn't find anything. I found myself asking questions that fit into three categories.
Who are they- and how to they related to everyone else?
What faction-player interactions do they have that I need to be aware of?
What's their function to me, the player? Obviously the dev spent time adding them for my enjoyment.

Regardless, I don't intend this as criticism. I know too little about the Eyrie- which is the root cause for my intent to disable it. I hope I can help you see from a player's POV. As I said, I appreciate the work and care you put into your mod!

8
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
« on: May 24, 2019, 09:58:48 PM »
Hey, I love the mod. The only complaint I have is that XI battlegroup and their system does some weird things to the economy, so I tried to disable it.

Using your ae_settings.ini, I followed the instruction and set it to true. I'm afraid to say that your config settings- at least as I have configured, doesn't work.

Code
"noEyrie":false, # default: false
This is the default. If you set this to
Code
"noEyrie":true, # default: false
It gives off the error of
Code
Fatal: java.lang.RuntimeException: Market in theeyrie system refers to invalid entity eyrie_scorn
Cause: Market in theeyrie system refers to invalid entity: eyrie_scorn
Check starsector.log for more info.

Am I doing this wrong? Or is there a bug here that breaks this config line.

9
Mods / Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
« on: May 14, 2019, 08:44:18 PM »
Slight necro, but OP is still active on forums.

I really liked the mod! Do you have any plans to update it? I was going to start a new game on the latest version, but alas, I remember how much I liked Hegemony Expeditionary Auxiliary, and how it suited my play style very well.

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