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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - Ravenholme

Pages: [1] 2
1
Mods / Re: [0.95.1a] Mayasuran Fighter Expansion 1.2a
« on: July 17, 2022, 08:54:54 AM »
I'm looking forward to the Roider add-on, definitely.

Two other options are Iron Shell and Ship/Weapon Pack - both have interesting strike craft variants.

2
Mods / Re: [0.95.1a] Mayasuran Fighter Expansion 1.2
« on: July 13, 2022, 12:14:58 PM »
I'm thinking about making ARMAA add-ons for Magellan and Roider Union but I still need to contact their authors for permission. Really glad you like them!

If you've got any suggestions too they'd be welcome, lately I've had the itch to add more content for MFE but had no ideas. No promises on delivery tho! :p

DME and Diable were two that instantly jumped to my mind - Diable is an almost natural fit for AA (and in some respects is almost halfway there itself). The two you've been thinking of are great picks too, though.

3
Mods / Re: [0.95.1a] Mayasuran Fighter Expansion 1.2
« on: July 13, 2022, 07:24:39 AM »
Really enjoying your Arma Armatura expansions! Do you have any plans for other Modiverse AA expansions now that you've done Vanilla and Mayasura?

4
Mods / Re: [0.95.1a] Underworld 1.7.0
« on: December 26, 2021, 04:28:58 AM »
I'm doing a The Infernal Machine start and really enjoying it, I don't generally use pirate tech capitals or d-mod ships so its a very nice change of pace.

I saw there's meant to be a branching upgrade path, when does that unlock? I've done everything except clear all the d-mods and add the operation center and I don't see anymore options.

Upgrades are divided into tiers - once you get the Ops centre (I believe) you'll start seeing the next tier of upgrades. I don't believe that you have to clear the D-Mods to reach the second tier.

5
Gone through the story as it stands so far (I believe? Spoiler below will expand on that) and it is really, really good so far. Looking forward to future developments and how it develops in parallel to Starsector's own story.

Also the 'hidden' interaction with a certain vanilla character was great.

Spoiler
I got to the point where you've fought Eidolon and got Sierra into the Vow hull, essentially putting her to where the old quest in AE had her but with some extra goodies. I'm certainly looking forward to any further upgrades she gets, especially if she develops that mastery of the motes and becomes something like the Ziggurat. The Alviss interaction was adorable and I wholeheartedly concur with her assessment of him. How can someone hate him?
[close]

6
Mods / Re: [0.95a-RC12] Legacy of Arkgneisis 1.9.0 [4/3/21]
« on: April 04, 2021, 09:37:20 AM »
Congratulations on the release Gwyv, looking forward to giving it a proper spin.

One tiny thing I've noticed in the small amount of gameplay I've had with it so far is that the Society battlestation is mis-spelled when you go to build it. It is "Battlestation - Soceity" in the UI.

7

    It's too bad this mod is such a technical mess.The weapons and hulls added are very nice but this thing either breaks the game's ability to save after a while or it just breaks the save games completely when you update.
    I lost a 20 hour playthrough because the game hangs when I try to save even by using save copy and if I try to update the mod I just get the same "fix admins enabled" crash that another person posted...

This review is a little harsh, the specific problem listed was limited to a few versions and has since been fixed.

In my previous post I outlined a solution to porting the bloated save files of 2.3.# to 2.4.# for people who want to continue rather than start anew.

If you have trouble following the guidelines pop your save game on mega nz or something and i'll port it for you.

  You're right. It is a little harsh. I was rather frustrated due to losing all that work. I did follow the guidelines exactly and I'm not exactly a novice when it comes to editing files that way but in my case it did not work.

  Appreciate the offer, but I've already deleted everything and started a fresh game without this mod.
 
  Like I said, most of it is great but I'll wait until it's more stable.

Aye, the warnings about the dev versions are there for a reason. Never start a serious game when running a dev version of something because ultimately you are beta testing it in the truest sense of the term.

8
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: June 26, 2019, 12:15:41 PM »
That's not a thing.

Do you mind if I ask how the AI actually chooses which target to focus on in a moment-to-moment basis? Would be interesting because a lot of people (myself included) have thought that it would preferentially pick the player based on observed behaviour, but there must be something at play under the hood in the threat assessment that the AI performs that has been giving that impression.

9
Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: March 06, 2019, 02:23:01 AM »
You are partly wrong, at least.  The problem is a missing fighter wing listed in one of the faction specs from one of your mods - I forget which.  There's an obscure bug in SWP that causes the problem to remain even after the offending non-SWP mod has been updated.  I cannot promise a fix for this until the weekend; until then just save before taking IBB missions.

Fairly sure Mayasura is the issue, specifically the removal of the Tiburo.

10
I like the alternate colour schemes, the olive is definitely more visually appealing than the cool mint in my opinion. I definitely appreciate you giving people choice in that regard.

11
I can see why that might be happening, since making a default_d skin was the way to get a ship with a damage overlay, which was going to be used for mission purposes, removed both test skins, so it should be fixed... anyway, in what context is that happening, considereing there's also a TSC_Sabre_default_D?.

Hi, I just re-downloaded the file from google. Still the same error. The context is actually simply loading the game with the mod enabled :)

In addition to what Machine said, are you deleting your old Tyrador folder in starsector/mods before extracting in the redownloaded copy?

12
Mods / Re: [0.9a] Ship/Weapon Pack 1.8.0
« on: December 29, 2018, 07:12:05 AM »
Wanted to ask if having Wall class drones guarding sleepers is intended, I find the guardian far harder to fight making it a better "boss ship" while the Wall can just be flanked and murdered with impunity from the rear with one/two ships to distract.

I think it is a quirk of how the Cryosleeper is handled, unfortunately. It doesn't have a scripted fleet as such, it just calls upon a Derelict Explorarium Capital - in the base game, this isn't an issue since the Explorarium only have the one Capital, the Guardian. Since SWP adds another, you end up with a coin flip of getting the Guardian or the Wall.

I am not sure that DR can do much about it, unfortunately, but I could be wrong.

13
I don't have a clear crash report for you, or even a guarantee that it's your mod.

It seems that the Angon-class transports prevent disengaging.
The run-away battle happens as normal, but when all your ships have burned off the map, you're stuck. I get the vague feeling it has something to do with the loader cargo drones, but I can't be sure, would need some testing.

Context:
1x Apogee
1x d'Erlon (DME)
1x Celika (Sylphon)
2x Angon (unstable injector, militarized subsystems) one with fuel, another with cargo
1x Sheperd

VS

Blade Breakers (DME)

Sounds like this issue:
http://fractalsoftworks.com/forum/index.php?topic=14719.0

14
Mods / Re: [0.9a] Sylphon RnD 0.9.2
« on: December 23, 2018, 04:12:20 AM »
I just wish I didn't update this mod.
If an update breaks a save please make a noticeable notice next to the download button.
Now I lost days/weeks of my life because the save game won't load again.
Now I kinda lost motivation to start all over again where I left off.
/...


Adding some fancy new things and removing some things that weren't really needed anymore.

this patch will break saves due to removals

Download can be found in the first post as always
…/
I consider that pretty clearly labelled. Sure, it could have been red-colored too, but the info was clearly there.

Yeah, I mean, they have no one to blame but themselves if they didn't read the post about the update. And, as Ishman said, general rule of thumb should be to consider any update to a mod that adds content as save-breaking unless otherwise stated

15
Mods / Re: [0.9a] Legacy of Arkgneisis 1.2
« on: December 10, 2018, 05:34:21 PM »
Will this update break saves?

Yes, according to Gwyvern on Discord.

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