Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Mitroll

Pages: [1] 2
Is there a way to make bounties and stuff spawn closer to the core? I like the idea of making the edges more mysterious by making it harder to get out there, but the illusion is kind of ruined when every small-time pirate is chilling out there (and people still expect me to go all the way out there and get them for like 50k credits).

Mods / Re: [0.96] Cooperative Multiplayer Combat v3.8 (2023-08-26)
« on: March 16, 2024, 03:13:27 PM »
Firstly, this mod seems to still work in .97, though I still don't know how to add a player 3 in the new version.

Second, would it be possible to play the "shields up/down" sound effects for players other than player 1? I find myself losing track of whether my shields are up or down when toggling as player 2.

Mods / Re: [0.96] Cooperative Multiplayer Combat v3.8 (2023-08-26)
« on: October 10, 2023, 05:05:36 PM »
How do I set up player 3's controls in the new lunalib version?

Mods / Re: [0.96a] Detailed Combat Results v5.3.3 (2023-05-14)
« on: October 04, 2023, 02:26:42 PM »
Thanks for the mod, I was wondering if there's any way to show more details about enemies and incoming damage. For example, which ships cause the most damage to my ships, and especially which weapons cause the most damage. Am I taking the most damage from beams? HE? Energy? Which weapons are able to get through my armor? That sort of thing.

Recoil bonuses don't seem to be working.

Steps to recreate:

Install "armored weapon mounts" (vanilla) on a ship, use TMI to observe that weapons' max spread goes down
Install "stiff weapon mounts" (MHM), observe the same
acquire the "stable hardpoints" trait on a ship, no change in max spread

Unless TMI just can't see the bonus from starship legends for some reason? TMI seems to be able to see other things like venting mult boosts from Starship Legends.

I love this mod, having a ton of fun with it, but wanted to report a bug.

The recoil improvement from building in turret accelerators isn't working.

Steps to recreate:

Install "armored weapon mounts" (vanilla) on a ship, use TMI to observe that weapons' max spread goes down
Install "stiff weapon mounts" (MHM), observe the same
build in "turret accelerators", no change in max spread

Mods / Re: [0.96a] Quality Captains: A Skill Rework - Now with perks! v1.5.3
« on: September 21, 2023, 05:50:52 PM »
"Carrier Group" is really confusing. The top says it affects ALL ships with fighter bays, and gives +50% bonus for officered ships, but then what the skill actually does says it only affects the PILOTED ship.

Which is it? Could use some clarification.

Mods / Re: [0.95a] Cooperative Multiplayer Combat v3.7 (2021-04-29)
« on: August 19, 2022, 11:56:44 AM »
Sorry for the necro, but after having a lot of fun playing this for dozens of hours into a campaign, I've suddenly run into a game-stopping bug.

I'm playing as player 2, and despite not having this problem for the first 30-40 hours of the campaign, suddenly any ship that I use disables autofire on weapon group 2.

I tried switching to weapon group 2 and enabling autofire, but it disables it again as soon as I switch away.

I double checked to make sure autofire is enabled in the loadout and it is enabled.

I couldn't replicate this in simulator, and I recall that it started happening just as we joined a large fight with lots of non-player allies and enemies. For some reason the mod didn't remember what ship I had selected and I had to flip through ships until I got to mine, and I noticed that my guns weren't firing shortly after that.

If there's any further information that might help let me know.

Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: August 08, 2022, 03:47:50 PM »
Thanks! All fixed.

The "prototype UI" is too big, the top and bottom get cut off on my screen.

I'm running 4k resolution with 200% UI scaling.

I can't disable UI scaling or the other players I'm playing with via parsec won't be able to read/see various things.

Ty for the mod.

Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: August 06, 2022, 11:12:40 AM »
Getting this when trying to start a new game on 0.8.5beta2:

111204 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at data.scripts.tahlan_ModPlugin.onGameLoad(
at Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)


{"enabledMods": [
  "Adjusted Sector",
  "Terraforming & Station Construction",

Mods / Re: [0.9.1a] Cooperative Multiplayer Combat v.3.5 (2019-12-02)
« on: April 12, 2020, 02:38:51 AM »
Thanks for the quick reply. Trying to play a campaign with my friends, but we're pirates playing on a really difficult start, so no retreat is making it impossible.

Perhaps if there was a way for p2 and p3 to relinquish control back to the AI, they could do that and we could give a retreat order? Thanks for your hard work.

Mods / Re: [0.9.1a] Cooperative Multiplayer Combat v.3.5 (2019-12-02)
« on: April 11, 2020, 05:28:22 AM »
How do Player2 and Player3 retreat? Player1 can retreat with enter, but player 2 and 3 just keep bouncing off the border.

Changed: Ships will no longer recieve any type of negative reputation adjustment after a battle in which their rating improved, and vice versa

Love this mod, but I feel like this change is going to result in getting 50/50 good/bad mods once you get to the point where you're struggling to get the rep adjustment to go any higher. (Unless you get it to 100%)

Mods / Re: [0.9.1a] Nexerelin v0.9.4b "Mambo No. 9" (update 2019-09-07)
« on: September 07, 2019, 09:12:45 PM »
Not sure if this is a bug, but it bugged me:

I ran away from the core systems because everyone hated me but Tri-Tachyon.
Eventually Hegemony overran and destroyed every other faction.
With just me (7 systems) and Hegemony (30ish systems) remaining, I started getting ready for the final stand against the massive Hegemony.
One of those steps was to give away one of my small planets to revive Tri-Tachyon and ally them.
Immediately after flying away from my newly-revived, fledgling ally, I left the system to go face the Hegemony horde, and then:

A little anticlimactic...

Edit: Looks like TT went and allied HG right after I left, causing the 'diplomacy victory'. I'm pretty sure TT was wiped out by HG, so that's kinda weird.

Oh well, I guess my dramatic final stand was averted by everyone deciding to hold hands. I'll just say that TT came up with some new diplomacy tech. :P

Edit 2: In the 2 in-game months that I've continued playing after receiving this "victory screen", random diplomatic events have caused my relationship with TT to go from +52 to -11, and my relationship with HG to go from -something to +45. lol...

Pages: [1] 2