Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - DornoDiosMio

Pages: [1] 2
1
Starship Legends 1.3.10
Compatible with all previous versions

Fixed stat changes from NPC fleet trait not being reflected in the stats cards of enemy ships (both before and during battle)
Fixed NPC fleets having different traits during different play sessions
Fixed famous flagship intel "show on map" showing the exact location of the fleet instead of just the system
Fixed the possibility for multiple storyteller events to choose the same target fleet
Fixed another error that could sometimes close the bar dialog when viewed
Fixed the ability to save-scum storyteller events (the same event will now be generated every time after reloading)
Fixed storytellers telling "fanciful fabrications" (which means an invalid mission was generated) far too often in some cases
Changes for the Excelsior and Royco (script-heavy ships from Ship and Weapon Pack):
   Hull damage no longer counts against rating at all, unless the ship is disabled
   Flux related traits can no longer be received
/quote]

Are the flux related traits no longer possible to receive on any ship or just the two ships mentioned from the Ship & Weapons Pack? It seems like you are referring only to those 2 ships, but I just wanted to make sure.

Thanks for the mod and all the work you put into it. It's great!

2
Mods / Re: [0.9.1a] Fuel Siphoning v1.1.2 - Now more useful!
« on: October 22, 2019, 05:25:02 PM »
This is a very cool idea and I really like the way you've implemented it. The freedom to explore without necessarily having enough fuel to make it back home makes exploration more exciting. The fact that you can use your precious supplies to augment your fuel supply is great and gives you a possible way to get back home.

In a way it reminds me of Star Control 2, when you would run out of fuel in hyperspace all you could do was wait for the Melnorme to show up and sell you fuel for the type of currency they accepted. If there was something like this in StarSector then running out of fuel in hyperspace and getting stranded wouldn't be a killer.

My apologies if there already is something like that, it's been some time since I have played the campaign (just starting now). Trying to find all the mods that I want to use so I can put them in before I start the game.

There is so much new stuff added it is a little overwhelming. The way it used to be I would essentially go out and blow up ships, take their goods and sell them. Rinse/Repeat.

3
Thanks so much for this mod. It has so much useful information and is really great. It is hard to imagine playing without it now.


4
Quote
P.S.: For me, faction disabling also doesn't work.

You can only disable factions via the startup menu when you choose the option to randomly generate planets/systems, whatever the name of that specific option is.

Then once you have the random generation toggled on and you try to disable/enable factions you will get a list and be able to choose which ones you do or do not want.

If you don't use randomization then all the factions are included and that can not be changed apparently. You could of course disable that particular faction mod if it's a modded faction.

Edit: This is just a guess that you haven't tried to disable factions when turning randomization on. If you have then there is some kind of error that you will need assistance with.

I just figured you might have made the same mistake I did at first when I tried to disable factions w/o using randomization.

5
I first grabbed 0.94c, then I noticed version checker said the mod was updated. So I opened the main thread page and see 0.95c and the "hotfix".

Do I still need to use the hotfix with 0.95c or is it redundant now? I tried to check the hotfix's file date, but my computer just dates the files with the time I dl'd them.

I didn't start a game yet, was just messing around with things so I'm glad version checker let me know about this new version!

Thanks a lot! I haven't played this game in quite a while (2-3 years?) so there is SO much new stuff to learn. Nice to see some of my favorite factions are still updated, like Shadowyards and Blackrock among others.

EDIT: I found the file date of the hotfix by saving it from your dropbox to my dropbox account and the hotfix was updated yesterday at 7:40am, so obviously it has been updated recently and is still intended to be used. I'm guessing there is a reason that some people would prefer NOT to use the hotfix and thus it isn't included with the mod by default.

6
Mods / Re: [0.7.2a] The Knights Templar 0.9.6
« on: December 07, 2016, 12:15:22 AM »
I hope I'm not disrespecting any forum rules with this post but here it is ...
I hope it's possible to download this file

https://www.dropbox.com/s/vu7fd815n48pq4b/Templars.jar?dl=0

Templars.jar with the corrections shown by sirboomalot, enjoy.

Thanks, I d/l'd the file w/o issue. I'm sure I could have done the stuff myself, but, it's always easier if someone else does it for you. That's why I pay someone to cut my grass, lol.

7
Mods / Re: [0.7.2a] The Knights Templar 0.9.6
« on: December 06, 2016, 11:56:52 PM »
Hi,

I just wanted to say I really like "The Knights Templar" and the lore behind the faction. Needless to say I was really surprised when I played my first game with them and then checked the faction tab to see that everyone was hostile to me. It was a really cool moment.

The one very tiny criticism I have, is that the faction music seems a little loud compared to the other music in the game and can be kind of jarring when you dock at a station or planet. I think it's primarily the volume of the track and not necessarily the track itself, but, that's just my opinion.

Other than that I think everything is really well done and I just wanted to thank you guys for your work on this.

8
Mods / Re: [0.7.2a] Underworld 1.0.3
« on: December 05, 2016, 03:54:27 PM »
Cabal is a very unique addition to the game, now we have 3 tiers of crazy people: pirates->cabal->templars.

Yeah, I like the Cabal a lot. Especially the way they'll randomly stop you and ask for free stuff and if you refuse your reputation takes a hit. It's the kind of behavior you'd expect from a zealot.

It adds some nice flavor to the galaxy.

I haven't had a chance to fly or fight any of their ships yet, so I am looking forward to that. I think I'm going to kill them soon in the game I'm currently playing. They are starting to get mad due to my refusal to shower them with freebies.

I'd rather let them cultivate a hatred towards me and then annihilate them when the time is right.

I also really like the look of the ships. The purple adds some flash to the galaxy.

9
Mods / Re: [0.7.2a] Audio Plus 1.0.1
« on: December 05, 2016, 03:38:51 PM »
You're a real funny guy.

Funny how? Like I'm a clown? Like I'm here for your amusement? I'm amusing to you?

What the **** is so funny about ME!?!


j/k, it's a classic scene from Goodfellas (The book 'Wiseguys' is even better). I couldn't resist.

10
Modding Resources / Re: [0.7.2a] GraphicsLib 1.0.2
« on: November 30, 2016, 08:33:20 AM »
Post Processing is not used in most situations, and can be disabled without image quality loss.

Thanks for the reply. I figured it wouldn't be that big of a deal. This will let me stick w/ the current driver and enjoy the performance benefits in any new games I decide to play while not flying among the stars.

Also, I just wanted to take this opportunity to thank you for ALL the incredible work you've done with your various Starsector mods. I couldn't imagine playing without them. Thank you!

11
Modding Resources / Re: [0.7.2a] GraphicsLib 1.0.2
« on: November 29, 2016, 07:17:06 AM »
I filed a ticket with Nvidia about the broken post processing. Hopefully they actually fix it one of these days.

The issue exists in the newest 376.09 driver version from November 28th as well.

I won't hold my breath over it because I don't want to die.

Does playing without post processing have a significant impact on the image quality?

If it does I'll just revert to an older driver until I burn out on Starsector again for a while, lol.

Thanks!

12
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
« on: November 12, 2014, 07:52:27 PM »
Thanks a ton for this latest update. I really couldn't bare the 100% fuel penalty.

I just wasted a good 45 minutes trying to mod the augmentedengines.java file, but, I kept getting a Janino doesn't accept generics error.

I'm pretty sure modding like that used to work on other mods, but, I read there is no getting around the 'generics' thing without compiling the .java into a .class ahead of time.

Anyways, I figured I'd check in case you updated the mod and changed it and you did!  So, now i can resume playing and quit messing with this stuff.

Thanks again!

13
The 1.5 version made a significant difference in the performance of Starsector on my system.  Even with everything turned on I don't experience any loss of FPS.

So I'm having quite a bit of fun with it! Thanks!

14
Thanks, I'll check it out and let you know how it goes asap!

15
Well, lighting does require all the ship sprites to be redrawn, and using normal maps causes all the ship sprites to be redrawn twice in total (except with different textures, of course).  That could be the main CPU usage issue for you, since the ship drawing function is rather expensive.

Yes that makes sense as it appears I was on the edge performance wise anyway.  Everything is working well now though as long as I disable normal maps and run at 50hz monitor resolution I very rarely get FPS drops and on the rare occasion it does happen I barely notice.

It also only seems to happen when there are a lot of ships on the map and even then it is pretty rare. It is possible that it may have been the same with the older version of shaderlib as well, but, I just didn't notice it as I was not yet into the later parts of the game where you have tons of ships at once. So, thanks a lot for the help!


Pages: [1] 2