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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - DeclanFrost

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Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: November 12, 2023, 11:10:31 AM »
I can't choose any other target than supplies when destroying commodity stocks with my operatives. Never seen this bug before. Does anyone know how to fix it?

Modding / Re: [0.96.a-RC10] Alkemia Armoury
« on: October 18, 2023, 05:18:47 PM »
Do I have to discover the faction planet before the ships start appearing in markets? In stellar networks and my own experience only like 2 alkemia ships actually show up in markets. I really want to get my hands on the krieg ships

That worked! Thanks! That was such a fast reply lol I should've asked earlier

Not sure what extra info to post, but the game is displayed off center no matter what resolution I use. My monitor is 16:10 if that matters and I've tried messing with the resolution override, aspect ratio, etc. The game seems to be displayed 1.5 times bigger than it should be or something.

Mods / Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
« on: August 30, 2021, 10:21:01 AM »
The new mechs are fn AWESOME! And I love this new pseudo-progression system that came from the wingcom suite hullmod. It gives you a new way of acquiring officers in a way that feels so organic. Like you can win battles and build up rep with other pilots in your wing until they gain enough experience to lead their own squad of mechs. Super cool!

A critique I have right now is that the powerfist for the leynos feels pretty underpowered. I may just be bad at piloting it, but more often than not, the fist projectile gets destroyed after a few uses, and doesn't have enough mobility to return in time to achieve optimal DPS. Considering it's a shield popper, this kinda ruins the weapon. The railgun is a much more reliable if weaker option, but at least that one isn't liable to miss you on the return flight and meander off into space. Even with ECCM, sometimes the powerfist AI just bugs out and turns in a huge circle until it dies.

Edit: I got missile spec and got gud. The powerfist is pretty powerful, actually. But it does appear to be directionally challenged sometimes.

Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: August 08, 2021, 11:37:00 AM »
I have the same issue as DeclanFrost. I build the Irradicator on a Irradiated world. However upon completion I cannot instal the Irradicator core in the terraforming infrastructure.

If you have console commands, I've found the fastbuild command works for terraforming structures as well. It finishes the program even without an item. If you wanted to, you could use the command to have all the appropriate effects from terraforming, then just release the irradicator core out into space as a workaround.

Modding / Re: [0.95a] Extra System Reloaded v.0.7.1
« on: August 05, 2021, 09:12:35 PM »
Does this work with kingdom of terra's segmented ships? They don't seem to appear on the segments

Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: August 01, 2021, 05:22:21 PM »
I'm having issues with irradicators not giving me the option to install the respective core. I've tried having it in storage, in my inventory, etc and still no option to install the irradicator core. I got tired of it and tried just changing the planet through console commands, which works, but doesn't change the planet type. So I'd still much rather do it the legit way, but I can't.

Edit: and now the planet spawned two stellar shades in orbit after completing terraforming.

Mods / Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« on: August 01, 2021, 10:00:01 AM »
I'm so excited for the strikecraft dedicated hullmod and the new mech/s. I've been using nothing but ships from this mod as my flagships for the past month

Mods / Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
« on: July 09, 2021, 02:37:23 PM »
Just fixed it. I broke something in the shaxx file so I just deleted it.

Mods / Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
« on: July 09, 2021, 01:16:59 PM »
How do I add custom chatter characters? I tried downloading Arcalane's and tweaking them but it didn't let me add the characters to my officers (ID not found). I added the character filenames to the characters.csv but it just made me crash upon loading my game.

Mods / Re: [0.9.5] Va11 Hall-A Portrait Pack
« on: July 07, 2021, 05:48:09 PM »
Very immersive

General Discussion / Re: New to StarSector - I need help
« on: August 05, 2019, 08:31:27 AM »
I feel one of your most significant points isn't being addressed here. That point being the tiny UI. I haven't found a way to make the UI easier to read, but you can just use Combat Alarms like one person said and use the little ship Sprite in the bottom left to see where you're damaged. In vanilla, there's an audio cue when your weapons or engines are disabled, so just listen for that.

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