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Messages - Piemanlives

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Mods / Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« on: December 05, 2021, 10:30:29 AM »
Yes, Diable has it's own systems and markets. Did you start a new game when adding Diable? Because they won't appear unless you did.

Mods / Re: [0.9.1a] Diable Avionics 2.60 DEV2 (2021/03/18)
« on: March 22, 2021, 01:57:05 AM »
The game crashes when I open the info page for the Diable Avionics starfortress.
Works on my machineTM. Are you sure you are running the latest version of the game (0.9.1 rc8), the latest MagicLib (0.30 rc7) and the latest LazyLib (2.5 c)?

Yes, but.. when I check the version file for magiclib, it says 0rc6 even though I'm downloading rc7.
That sounds like you overwrote the previous of MagicLib with the new one. Don't do that. Infact if you did that for MagicLib you probably did so for the rest of your modlist, which is a big no no.

Mods / Re: [0.9.1a] Underworld 1.4.7
« on: February 28, 2021, 12:45:19 AM »
Hi, I love your work and this mod. I checked around the thread and the mod files but do not see an option for this so I'm posting here. Is it possible that in the future the mod can be setup so attacking the Cabal doesn't affect my character's reputation either as much or at all with TT? Getting to market with TT is quite difficult with the Cabal around to begin with.
That was fixed like... a year ago dude.

Suggestions / Readability On Context Specific Action Lockout
« on: January 01, 2021, 09:14:32 PM »
Planets with ruins cannot be colonized until the ruins have been explored and looted for all of its (easily obtained and not trapped beneath thousands upon thousands of collapsed office cubicles) shiny trinkets you may or many not actually be capable of hauling off world.

Now obviously I am not suggesting that safety be removed, that would be exceedingly silly. But more for enhanced readability the option should remain visible instead of hidden with a note that the action cannot be performed unless the planet has looted. While most players are going to loot a planet first and repopulate it at a later date it would help newer players who don't realize that they do in fact need to take the loot before claiming the planet as their own.

Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 28, 2020, 02:51:53 PM »
Alex there is another issue I was wondering you could take care of.

Though more relevant for mods, if there is a ship variant (either player made or not) that requires a weapon that is no longer present it crashes the entire game on startup. It should be possible, from what others have said, to leave the relevant slot for that weapon empty if it finds the weapon it is looking for no longer exists then popup a warning where the player can see it. Perhaps on the main menu once the preload is complete, the mission screen when starting up a scenario that includes the relevant ship (requiring you to acknowledge the warning before starting the mission) and in the campaign refit screen when selecting the relevant variant in the autofitter.

Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 24, 2020, 02:44:17 AM »
Hmm, could you be more specific? I recall fixing a few bugs and tweaking faction weapon availability (in particular, iirc, giving pirates more stuff so that their high-tech stations aren't so sad) but I'm not aware of any particular issues with autofit. Perhaps some of this is a difference in expectations? It's not supposed to produce highly optimized best-in-class variants; rather it's "generally a mix of halfway-reasonable stuff, with some variants that are fairly random". It does get more consistent/produce "better" outcome as fleet "quality" goes up, though... anyway, any more feedback here would be very much appreciated!
There is perhaps quite a bit of difference in expectation. Many of us are still living with the memory of DynaSector and the incredibly dangerous and absurd fits it provided.

Now that said the current iteration of autofit does some... very silly and incredibly dumb things quite often. Like giving ships weapons they can't use effectively at all, such as giving slow ships short range weapons or downsizing mounts in ways that don't make sense (such as the larges on a Conquest).

It's basically to the point that often enough AI fleets simply aren't a threat because their loadouts don't work, or are only threatening because they have weight of numbers. I understand that you don't exactly plan to tune autofit to the point that it's always incredibly dangerous and daunting to even consider combat, but it really does need some fine tuning to give the AI more of a fighting chance.

Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 16, 2020, 05:44:45 PM »
Alex I love you.

Blog Posts / Re: Personal Contacts
« on: August 24, 2020, 06:43:36 AM »
I have been waiting for this moment for years now.

Finally personal relationships matter.

Blog Posts / Re: GIF Roundup
« on: April 18, 2020, 05:52:12 PM »
I'll just say, I'm not sure than assuming I'm doing something random for no reason is the most, ah, accurate interpretation :) My hands are sort of tied as far as explaining things, though, because I don't want to get too deep into spoiler territory.
It's ok Alex, I still love you.

Mods / Re: [0.9.1a] Shadowy Broker (v0.2.0 - 2020/02/07)
« on: February 07, 2020, 12:53:48 PM »
This is some pretty neat stuff dude.

Nice job!

Mods / Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
« on: February 02, 2020, 10:19:03 AM »
... The Whirlwind is super cute.

Very round.

Suggestions / Re: Make the Mods button in the launcher more obvious.
« on: January 25, 2020, 08:37:43 PM »
It would be rather nice.

Honestly by the time you have a decent enough colony the cost of pulling from the stockpile is negligible. It's just a matter of convenience, sure you could go to another planet in the hope that you could find something cheaper, but so long as your colony imports, produces and requires specific goods you will find them in your stockpile without having to go searching for them.

The costs aren't that bad either.

Modding / Re: [0.9.1A] Tufted Ship And Weapons Pack
« on: December 08, 2019, 10:47:24 AM »
Tufted I love you.

No smash though.

Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
« on: October 24, 2019, 03:53:53 PM »
Gotta hand it to you Gwyv, the new sprites are beautiful.

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