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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - jeffg10

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1
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: January 19, 2025, 11:29:19 AM »
Hey Boggled, can you make it so that astropoli / stations can be built around worlds of my commissioning faction and independent worlds? Currently you essentially can't build astropoli with AoTD test of loyalty because it sets all of your colony's to be your commissioning faction's world with you as the governor (and therefor not a valid target for construction). If you have the time a way to remove colony conditions such as cold for stations (which are apparently not valid reflector locations) would also be nice, but the other thing is more my concern.

2
Mods / Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« on: January 17, 2025, 01:20:12 AM »
Found a bug with the CR of mechs: (this was a panther (XIV))

Were you using Second-in-Command?

i just had it happen again without second-in-command

3
Mods / Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« on: January 11, 2025, 04:51:05 PM »
Found a bug with the CR of mechs: (this was a panther (XIV))

4
Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: November 30, 2024, 05:20:40 PM »
The ARS does not hold markets other than the ones they are meant to, and are programmed to abandon any extra markets they come across.

I thought I fixed this issue by disallowing them to stage invasions, what even is a rebellion??? Is that a new Nex feature?

Yes, rebellions are basically a penalty for taking over a colony, a rebellion has a chance to turn the market back to it's old owners or decivilize it if you don't respond to it.

5
Mods / Re: [0.96a] Realistic Combat 1.37.2
« on: January 12, 2024, 12:28:55 AM »
I like the mod after coming back to it, but i've noticed a pretty big problem, my PD is firing at other ships and completely ignoring fighters (and missiles i think?).

6
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« on: February 15, 2023, 10:19:04 PM »
I'd be really nice to have either a config option to have them always available or an alternate unlock method that doesn't require a pregen sector so this mod can be used with nex random generation!

"If you are using Nexerelin's random sector mode. He will actively look for you in Tri-Tachyon owned markets if you reached level 9. Just visit the bar."
From the mod's description.

Must have missed this somehow, thanks!

7
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« on: February 13, 2023, 02:06:34 AM »
I'd be really nice to have either a config option to have them always available or an alternate unlock method that doesn't require a pregen sector so this mod can be used with nex random generation!

8
Mods / Re: [0.95.1a] Realistic Combat 1.22.7
« on: February 04, 2023, 04:31:00 PM »
I don't really think that removing retreats for domain drones and remnants is that much of a "ducktape fix" considering the fact that in lore domain-era drones are considered to be highly disposable (and probably not very smart by extension) and remnants are considered to be aggressive to a fault (and all AI core commanders are marked as "fearless" which is like an aggressive commander but even more aggressive).

9
Modding / Re: More and Larger Asteroids + Debris Fields in Combat
« on: September 23, 2022, 02:46:13 AM »
Excited about this mod! I definitely think that more space battle hazards are a great idea. You could add destroyed or very low CR remnant to battles (left over from the AI wars) randomly or pirate ships floating around as debris, or even check what factions are in a system and randomly add their ships (whole or as chunks) as debris to those battles. I saw someone mentioning that they didn't know how to always make ships stay in one piece and to be honest I don't think you need to. The hulk of a once mighty battleship drifting across the battlefield or the now derelict frame of a station could make great cover or a top-tier annoyance for those trying to get a good shot.

10
Mods / Re: [0.95.1a] Realistic Combat 1.19.0
« on: September 12, 2022, 10:14:59 PM »
I have a problem with certain guns, I know that the mod fixes the fire rate of the weapon base on the damage, but some of the fire rates are way too damn slow, I was using an onslaught, and the thermal pulse laser fired a beam like every three 3 seconds everything else is great but dear god can I get a bit more brrrr with my guns. is there a way to fix it without changing anything else? I just need a bit more brrr with a specific weapon. but I love how it takes a while for some guns to reload makes you have to play a bit more smartly.

Sounds like you're using an old version of the mod, update to the latest version, I had this issue when i was using 1.13.0

11
Mods / Re: [0.95a] AI-Retrofits
« on: September 10, 2022, 05:46:13 PM »
I don't appear to have the ability needed to use the factory hull mod even after finding the hull mod and applying it to some ships.
this is something i forgot you could do, and failed to account for.
I will find an way to make it so the ability is added when you find the hullmod in the next update. for now, the robot forge hullmod is useless until you get the AI-Retrofits skill, I'm sorry to say.
i will fix this in the next update, but its an big one so it will take time.

So, how do you get the ability other than that then?
Edit: I did also try getting the automated ship skill, and it did not give me the ability. 

12
Mods / Re: [0.95a] AI-Retrofits
« on: September 10, 2022, 12:29:35 AM »
I don't appear to have the ability needed to use the factory hull mod even after finding the hull mod and applying it to some ships.

13
Mods / Re: [0.95.1a] Arkships V0.4
« on: August 12, 2022, 03:03:53 AM »
I think it would be cool if you added compartments that related to industrial evolution integration if possible (like repair/salvage yards and exc), maybe as unlockable things that you find rather than have off the bat?

14
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: October 24, 2021, 04:02:36 AM »
Blackrock holds the distinguished honor of being one of the only mods I will ALWAYS grab, even if I have to risk the game crashing by jerry-rigging it or making other mods incompatible just to have it, it's just that good, and it will ALWAYS have the top place in my mods folder, and in my heart!

15
I would like to posit that there's been a literal brotherhood of nod mod for cortex command since time in time in memoriam (2012 i think) and it hasn't been striken, taken down or litigated, but that's just my two cents.

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