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Mods / Re: [0.97a] Ashes of The Domain
« on: March 07, 2024, 11:20:51 PM »
Really like the new website you've got for them.
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
Thanks for your efforts and your awesome original work Keptin, you are a master!Only problem I'm aware of is that some hulls are missing variations, and that the blueprints don't spawn (Save for one, I think). Hull variation problem is easily fixed by the Ship Editor utility, as for the lack of blueprints spawning, they can be spawned in from the command line if you've the mod. As for enabling the mod, just need to change the game version number in the mod_info.json
Anyone can upload his updated version of the mod, that would be cool? Some of you seem to have fixed a few issues?
Okay, so I think I figured out my problem. The ship pack I'm using has very thin, narrow ships that I *think* are taking advantage of the angled armour feature. I tried looking in the configs to see if there was anything I could do to make angles less effective, but I couldn't see anything obvious. Did I miss a setting by mistake?
I'm glad you like them! You need to use weapons that deal higher damage per shot
I was wrong, as it turns out- sorry about that. The AI can raid pre-existing settlements, but not invade them. I also made the mistake of thinking a colonized world was one that existed at the start, since it was in the same system as other colonies.Just incase anyone else misses it, it appears that the strategic AI option overrides settings related to attacking settlements that existed at game start.
I have activated the option but I don't see much difference with my previous run. Do you have some insight? Is it experimental or unstable?
Descrp to Lost glory gonna do tommorow , but now bigger news that i have announced on dscReally looking forward to the government types, should be really interesting how it turns out.
**Hello there **
As recently Vaults of Knowledge have received a lot of content and i am waiting for sprites for Lost Glory i would like to announce that works on Seats of Power 2.0 will be starting very soon ( Once my new SSD will arrive ) Basically this post is for announcing changes upcomming to new ver of Seats of Power module:
**New Goverment types **
As you wilk start your journey as faction and establish capital you will get option to choose one of goverments that will give you perks , debuffs and changing playthrough
For now in plans are:
Technocracy ( Done )
MegaCorporation ( Partially done )
Imperium
Federation
Republic
Military Junta
**Goverment Perks and Downsides**
Basically every Goverment will grant you unique mechanics like MegaCorporation allowing you to manipulate prices of commodities if you have more than 60% market share etc etc
Or Technocracy giving bonuses to research ( Vaults of Knowledge)
With every perk there will be Downside to balance it even
**Institutions **
Now all capitals shall be moved to institutions , depending on goverment type you can have either one or mutiliple institutions at the same time
**Faction Policies **
New mechanic that will allow player to Control Goverment Perks etc or even allowing to Switch to differnce Goverment if played well
**Obiedence **
Every ruler of faction needs to satisfy people , if you wont Guarantee Basic needs such as food and overhaul stability on world's is not high there Might be riots or even full scale rebelion against your Rule
That entire section is Heavly reliant uppon how much is it acutally possible to accomplish it. So this might not be in Seats of Power 2.0
Bit late, but I'd really appreciate if you could upload it; if you're still around.So after some messing around and some answers to this question I think it's important to mention that currently this mods weapons and fighter wings will not appear on player faction patrols, nor will they be autofitted due to missing tags on weapons_data.csv and wings_data.csv.Hmm...
I would push forward the file I have but I've also done a bunch of personal balance changes across the board so it's something to be aware of for new adopters of the mod.
I also edited the mod to add weapon/wing tags to allow autofits, but I also also made some other balance+graphical changes. Happy to post it here if anyone else wants to be able to outfit their patrols etc, assuming posting edits to someone else's mod is considered kosher.