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Messages - Nia Tahl

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1
Mods / Re: [0.96a] Tahlan Shipworks
« on: April 18, 2024, 07:42:56 AM »
The Caestus Metalican doesnt have an autofit template

because it doesn't need one

2
Mods / Re: [0.96a] Tahlan Shipworks
« on: April 05, 2024, 11:37:03 PM »
Legio and Kassadar are spawned if added mid-campaign. Custom derelicts currently won't be spawned mid-campaign, but it's on the list of miscellaneous features to be added at some point.

3
Mods / Re: [0.96a] Tahlan Shipworks
« on: April 02, 2024, 02:13:47 PM »
As it currently stands, Daemon Cores are completely useless unless you have the skill that allows you to recover and deploy remnant vessels, as they cannot be asigned to non-drone ships, and have no effect on any industry. 
A quick google search shows me that the Daemon Cores grant a unique commander to ships commanded by them. Would it be possible to have them also provide this effect when applied to starbases? 
This would be in line with Alpha Cores.

Regardless, thank you for the excellent mod. I've been using it for years.

Not possible within the scope of this mod due to how AI core effects on industries are handled.

4
Mods / Re: [0.96a] ScalarTech Solutions 0.9.1
« on: March 11, 2024, 02:02:31 PM »
mod works fine on 0.97a, I just cba to do release for a single line change in the mod info file

5
Mods / Re: [0.96a] Tahlan Shipworks
« on: March 10, 2024, 03:19:03 AM »
I think they are referring to the fact that if you disable artilleries/minefields in the indevo settings, the ones in Rubicon still spawn regardless.

Ah, okay, I could look into that maybe. Hadn't considered there being an IndEvo toggle for that

I really hope this back and forth between sharing mod functions wasn't something intentional to "make players suffer" because its funny. I've already seen another part of the "collaborative interaction" in IndEvo with the Legio Infernalis, and honestly looks like it could be very interesting or very "Force you to play the game a certain way", depending on how its integrated.

Legio system is very much intended to be a fortress, being a boss lair and all, and using the IndEvo defenses is my preferred avenue for that since, unlike planetary shields and the like, it offers more interactive counterplay rather than just boosting the stats of planets further etc.

And "making players suffer" is just a general design aspect of Legio being intended as a dedicated challenging OpFor, which is why it's optional in its entirety.

6
Mods / Re: [0.96a] Tahlan Shipworks
« on: March 09, 2024, 05:06:11 PM »
Removed ages ago. If you want, I'll apologise once again for that. It was incredibly poor judgement on my part and I have since made sure to avoid any such practices, knowing full well I was entirely in the wrong.
Not necessary, instead, what about the artillery that's stuck in Rubicon if you run both this and Industrial Evolution? I don't feel like going through through of recompiling the source code, and really shouldn't have to seeing there is nothing about this interaction on the front page (only "support" for IndEvo features in an old Change log). Would be nice if there was some option to turn it off seeing it completely ignores the player's wishes to not have artillery because I really like having the Legio around.

This is a collaborative interaction to integrate IndEvo features with this mod, replacing the planetary shield that would be present without IndEvo. Artillery is a feature of IndEvo and if you don't like it, I suggest not running IndEvo in your modlist. I'm afraid it isn't feasible for me to provide toggles for every possible feature or cross-mod interaction, but you always have the option of disabling the Legio Infernalis in their entirety or just not running Tahlan Shipworks and IndEvo in combination.

7
Mods / Re: [0.96a] Tahlan Shipworks
« on: March 09, 2024, 01:11:40 PM »
So uh with recent rule changes, what will happen to Nia Tahl who was known to have on few occassions a code that could very well be in blunt breaking of the recent rules about "Good citizen behavior". Like with those stealth nerf codes that caused certain factions to be straight up OP against certain other factions.

Removed ages ago. If you want, I'll apologise once again for that. It was incredibly poor judgement on my part and I have since made sure to avoid any such practices, knowing full well I was entirely in the wrong.

8
Mods / Re: [0.96a] ScalarTech Solutions 0.9.1
« on: March 09, 2024, 11:03:52 AM »
Working on 0.97 just fine.

A classic one, fits almost any playthrough. I really like weapons and fighter wings from this mod. stitch looks ugly on sunder though *cough* In terms of ScalarTech ships, I personally tend to overuse Tress and Strand carriers. Sateen is kinda under-fire-powered for a capital, but on manual control is really fun to play with. Top 1 small faction mod for sure, feels like a non-invasive DLC for vanilla+ run, incredible.

Reaper+ torpedo is worth to be mentioned separately, at least by using size 6 font

Sateen is just a battlecruiser. Trades firepower for speed and flux cheese

9
Mods / Re: [0.96a] Tahlan Shipworks
« on: March 01, 2024, 01:29:54 AM »
Out of curiosity do you have any idea if the next update for this and ScalarTech are likely to break saves?  I'm tempted to start my first 0.97 game but I wouldn't want to have to start over in order to play your mod's latest versions.  No worries if you don't know yet!

Shouldn't break save with like 95% certainty. I have nothing planned that would break saves, anyhow

10
Mods / Re: [0.96a] Tahlan Shipworks
« on: February 28, 2024, 04:42:17 PM »
Stays forever. The condition is specifically meant to foul those planets since Independents aren't normally territorial and offering an easy colony system in every playthrough was something I wanted to avoid.

11
Mods / Re: [0.96a] Tahlan Shipworks
« on: February 19, 2024, 05:02:51 PM »
corrupted download does sound like the likely culprit there, yes

Mod should run fine on 0.97 btw, haven't done an official update yet since I have a bunch of things in the oven in my local build

12
Bug Reports & Support (modded) / Re: Failed calling method
« on: January 29, 2024, 06:18:23 AM »
That version is from half a year ago, try updating. If that breaks the save, not much I can do.

13
Mods / Re: [0.96a] ScalarTech Solutions 0.9.1
« on: January 28, 2024, 02:32:15 PM »
Yes, I know linux has case sensitive file names and no, I can't be bothered to check all the filenames every time. I fix it when the occasion presents itself, but don't count on it ever being a priority, sorry

14
Mods / Re: [0.96a] ScalarTech Solutions 0.9.1
« on: December 23, 2023, 06:02:12 AM »
speaking of which, here you go

15
Mods / Re: [0.96a] ScalarTech Solutions 0.9
« on: December 23, 2023, 05:26:53 AM »
the built-in missile should be fixed under AI control in next update.

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