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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Tartiflette

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Blog Posts / Re: The Pilgrim's Path
« on: July 23, 2022, 11:56:34 PM »
Blog post here.
I love these new pieces! Great job!

Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: May 20, 2022, 12:09:57 AM »
You need to still be friendly with Diable, other than that it should be always available.

Mods / Re: [0.95.1a] Scy V1.65rc1 (2021/12/11)
« on: May 07, 2022, 12:04:27 AM »
"+10% acceleration" translate to a multiplication by "1 + 10%/0.01" so to speak, or 1.1 in the end.

Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: May 07, 2022, 12:01:22 AM »
I'm sitting on a half finished update that will change Wanzers in major ways. Unfortunately I had to move away from modding Starsector for a while because I was pretty close to a burnout. I'm making a mod for Nebulous now, once that is done I'll certainly come back around.

Modding Resources / Re: [0.95.1a] MagicLib v0.42.1rc3 (2022/02/07)
« on: May 06, 2022, 11:57:32 PM »
Small exploit in MagicBounty: discovering a bounty locks in the fleet composition, but not any FP-scaled credit reward. Version 4.2.1rc3.

1. Leave all your ships in storage.
2. Look at a FP-scaling bounty, but don't accept it.
3. Add ten paragons to your fleet.
4. Bounty reward is now sky-high, while the target fleet is still small.
Expected: Credit reward matches bounty fleet size.

There's a "min_fp" attribute to deal with that: it prevents the bounty from showing up under a certain player fleet size.

Modding Resources / Re: [0.95.1a] MagicLib v0.42.1rc3 (2022/02/07)
« on: May 01, 2022, 11:10:36 PM »
I think I found a bug in the spawnFleet method of MagicCampaign

Right, actually the method assumes that the fleet will have a target defined, and can optionally be spawned somewhere else (it defaults to spawning on the target if a location isn't defined). But both can be left null to not spawn the fleet and just use it in special cases such as displaying it in the bounty board.

Long story short, put garnir as the target, not the spawn location. (I added a failsafe for the next MagicLib update)

Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: April 20, 2022, 11:15:59 PM »
Sure, I have no issue with that!

Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: April 07, 2022, 01:46:05 PM »
You can fly Wanzers using the Gust's system.

Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: April 06, 2022, 11:35:57 PM »
Created an account just to say this is my favourite faction mod.

What's the third transforming ship? I found the other two, but can't find that one.
You can find the last one in Outer Terminus, guarding the planet.

Modding / Re: I love the Versant-Class from Diable Avionics but...
« on: April 01, 2022, 06:34:45 AM »

Modding Resources / Re: [0.95.1a] MagicLib v0.42.1rc3 (2022/02/07)
« on: March 31, 2022, 11:38:05 PM »
I have no idea? I don't use Linux.

Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: March 29, 2022, 09:29:28 PM »
Use Nexerelin in random mode?

Oh, no problem. Of course you can translate Seeker to Chinese, thank you for taking on that task since there is a hefty amount of text to go through.

so i killed 2 plague bringers, and did not find a single  Flight wing does it still drops ?
They should, for now. Those might be made built-in in the future though as the hullmod is troublesome.

Nexerelin manages the amount of cash you start with, and you can set it to 0 in the next screen from the start dialog.

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